;ACTIONS.TXT for EdMap v1.30+ ; ;lines starting with ";" are ignored ; ;actions entry format: ;num HSR kind: brief;verbose-description ; ^ ^^^ ^ ^ ^ ; \ \\\ \ \ \verbose-description: text use only for panel ; \ \\\ \ \brief: description used in info bar, etc ; \ \\\ \kind: optional (M`Door=Manual-Door,Lift,Exit..) ; \ \\\R: repeatable action ; \ \\S: switch/"use" action, must be activated by spacebar/use key ; \ \H: "H"=heretic, "2"=DOOM-II, "."=DOOM-I and -II ; \action/LineDef type number ; ;The columns must be lined up exactly; the 7th column must be "H"/"2"/"." ; ;To integrate changes to this file into the data file, ACTSLIST.DAT, run ; >EDMAPCFG REBUILD ; ; 000 ... (none); no action 000 H.. (none); no action ; 048 ... scroll; wall scrolls horizontally. ; 001 .SR M`Door: 6sec;ceiling behind rises, then returns to floor after 6 sec. 026 .SR M`Door: B-6sec;like [#1``6sec``M`Door], requires a blue key. 027 .SR M`Door: Y-6sec;like [#1``6sec``M`Door], requires a yellow key. 028 .SR M`Door: R-6sec;like [#1``6sec``M`Door], requires a red key. 031 .S. M`Door: open;ceiling behind rises. 032 .S. M`Door: open, blue;like [#31``stays``open``M`Door], requires a blue key. 034 .S. M`Door: open, yellow;like [#31``stays``open``M`Door], requires a yellow key. 033 .S. M`Door: open, red;like [#31``stays``open``M`Door], requires a red key. 046 ... M`Door: shoot- open;shoot open, opens like [#31``stays``open``M`Door]. 117 2SR M`Door: fast, 6sec;Manual_Blazing_Door_Raise 118 2S. M`Door: fast open;Manual_Blazing_Door_Open ; 004 ... R`Door: 6sec;ceiling behind rises (door), then returns and stays closed. 029 .S. R`Door: 6sec;switch opens door for 6 seconds. 061 .SR R`Door: 6sec;switch opens door. 063 .SR R`Door: 6sec;switch opens door. 086 ..R R`Door: 6sec;opens door for 6 seconds. 090 ..R R`Door: 6sec;opens door for 6 seconds. 002 ... R`Door: open;ceiling rises (door). 003 ... R`Door: close;ceiling lowers to floor. 042 .SR R`Door: close;switch closes door. 050 .S. R`Door: close;switch closes and locks door. 075 ..R R`Door: close;closes door. 103 .S. R`Door: stays;switch locks door open. 105 2.R R`Door: fast, 6sec;Retrigger_Blazing_Door_Raise 108 2.. R`Door: fast, 6sec;Trigger_Blazing_Door_Raise 111 2S. R`Door: fast, 6sec;Switch_Blazing_Door_Raise 114 2SR R`Door: fast, 6sec;Button_Blazing_Door_Raise 106 2.R R`Door: fast open;Retrigger_Blazing_Door_Open 109 2.. R`Door: fast open;Trigger_Blazing_Door_Open 112 2S. R`Door: fast open;Switch_Blazing_Door_Open 115 2SR R`Door: fast open;Button_Blazing_Door_Open 107 2.R R`Door: fast close;Retrigger_Blazing_Door_Close 110 2.. R`Door: fast close;Trigger_Blazing_Door_Close 113 2S. R`Door: fast close;Switch_Blazing_Door_Close 116 2SR R`Door: fast close;Button_Blazing_Door_Close 099 2SR R`Door: B-fast blue;Button_BlzOpenDoor_Blue 133 2S. R`Door: B-fast blue;Switch_BlzOpenDoor_Blue 136 2SR R`Door: Y-fast yellow;Button_BlzOpenDoor_Yellow 137 2S. R`Door: Y-fast yellow;Switch_BlzOpenDoor_Yellow 134 2SR R`Door: R-fast;Button_BlzOpenDoor_Red 135 2S. R`Door: R-fast;Switch_BlzOpenDoor_Red 076 ..R R`Door: close 30sec;ceiling lowers to floor, then returns in 30 seconds. 016 ... R`Door: close 30sec;ceiling lowers to floor, then returns in 30 seconds and stays up. ; 010 ... Lift: lower for 4sec;floor lowers once for 4 seconds, then returns up. 021 .S. Lift: lower for 4sec;switch lowers floor once for 4 seconds, then returns up. 062 .SR Lift: lower for 4sec;switch floor lowers for 4 seconds, then returns up. 088 ..R Lift: lower for 4sec;floor lowers for 4 seconds, then returns up. 120 2.R Lift: fast;Retrigger_BlazeDownWaitUpStay 121 2.. Lift: fast;Trigger_BlazeDownWaitUpStay 122 2S. Lift: fast;Switch_BlazeDownWaitUpStay 123 2SR Lift: fast;Button_BlazeDownWaitUpStay ; 005 ... Flr: up to max adj;floor rises to highest adjacent floor. 014 .S. Flr: up 24, texture;matches texture, floor rises 24. 015 .S. Flr: up 24, texture;matches texture, floor rises 24. 018 .S. Flr: up to adj;floor rises to next adjacent floor. 019 ... Flr: up to min adj;floor goes to lowest adjacent floor. 020 .S. Flr: up to adj, lock,tx;matches texture, floor rises to next adjacent floor. 022 ... Flr: up to adj, lock,tx;matches texture, floor rises to next adjacent floor. 030 ... Flr: up 128 or 72;floor rises 72 or 128 points. 045 .SR Flr: up to min adj;floor rises to lowest adjacent floor. 058 ... Flr: up 24;floor rises 24. 059 ... Flr: up 24, tx, se;floor rises 24 and matches texture & sector type. 064 .SR Flr: up to min adj ceil;floor rises to lowest adjacent ceiling. 066 .SR Flr: up 24, texture;floor matches texture & rises 24. 067 .SR Flr: up 24, texture;floor matches texture & rises 24. 068 .SR Flr: up to adj, lock,tx;floor rises to next floor and matches texture & sector type. 069 .SR Flr: up to adjacent;floor rises to adjacent floor. 083 ..R Flr: up to min adj;floor rises to lowest adjacent floor. 091 ..R Flr: up to min adj ceil;floor rises to lowest adjacent ceiling. 092 ..R Flr: up 24;floor rises 24. 093 ..R Flr: up 24, tx, se;floor rises 24 and matches texture & sector type. 095 ..R Flr: up to adj, lock,tx;floor rises to adjacent floor, matches texture. 096 ..R Flr: up 128 or 72;floor rises 72 or 128. 101 .S. Flr: up to min adj ceil;floor rises to lowest adjacent ceiling. 102 .S. Flr: up to min adj;floor rises to lowest adjacent floor. 119 2.R Flr: up to next;Trigger_RaiseToNearestFloor 128 2.R Flr: up to next;Retrigger_RaiseToNearestFloor 129 2.R Flr: up fast;Retrigger_Raise_Floor_Turbo 130 2.. Flr: up fast;Trigger_Raise_Floor_Turbo 131 2S. Flr: up fast;Switch_Raise_Floor_Turbo 132 2SR Flr: up fast;Button_Raise_Floor_Turbo 140 2S. Flr: up 512;Switch_RaiseFloor512 009 .S. Flr: dn,``adj up, tx,se;floors match textures, center drops, surrounding rises. 023 .S. Flr: down to min adj;floor drops to lowest adjacent floor. 036 ... Flr: down to 8+adj;floor drops to 8 above the next adjacent floor. 037 ... Flr: dn to adj, tx, se;floor matches texture & sector type, drops to next floor. 038 ... Flr: down to min adj;floor drops to lowest adjacent floor. 055 .S. Flr: to adj ceiling;floor rises to next adjacent ceiling. 056 ... Flr: to adj ceil, lock;floor rises once to next adjacent ceiling. 060 .SR Flr: down to min adj;floor lowers to lowest adjacent floor. 065 .SR Flr: to adj ceiling;floor goes to adjacent ceiling. 070 .SR Flr: down to 8+adj;floor lowers to 8 above the next adjacent floor. 071 .S. Flr: down to 8+adj;floor lowers to 8 above the next adjacent floor. 082 ..R Flr: down to min adj;floor lowers to lowest adjacent floor. 084 ..R Flr: dn to adj, tx,se;floor lowers to adjacent, matches texture & sector type. 094 ..R Flr: to adj ceil, lock;floor goes to next adjacent ceiling. 098 ..R Flr: down to 8+adj;floor lowers to 8 above the adjacent floor. 024 ... Flr: shoot- up to ceil;shoot: floor rises to ceiling. 047 ... Flr: shoot- up, lock,tx;shoot: floor rises, mathces texture. ; 085 2.R Flr/Ceil: Flr```dn, Ceil```up;Retrigger_LwrFloorRaiseCeiling ; 040 ... Ceil: up to max adj;ceiling rises once to highest adjacent ceiling. 041 .S. Ceil: down to floor;switch lowers ceiling once to floor. 043 .SR Ceil: down to floor;switch lowers ceiling to floor. 044 ... Ceil: down to floor+8;ceiling lowers once to 8 above the floor. 049 .S. Ceil: down to floor+8;switch lowers ceiling once to 8 above the floor. 072 ..R Ceil: down to floor+8;ceiling lowers to 8 above the floor. ; 006 ... CrshC: fast hurt;starts ceiling up/down crushing motion once. "fast hurt." 077 ..R CrshC: fast hurt;starts ceiling up/down crushing motion. "fast hurt." 025 ... CrshC: slow hurt;starts ceiling up/down crushing motion once. "slow hurt." 073 ..R CrshC: slow hurt;starts ceiling up/down crushing motion. "slow hurt." 057 ... CrshC: stop crushing;stops ceiling up/down crushing motion and locks. 074 ..R CrshC: stop crushing;stops ceiling up/down crushing motion. 141 2.. CrshC: silent;Trigger_SilentCeilCrush&Raise ; 053 ... MvFlr: start, lock;starts floor up/down motion once. 087 ..R MvFlr: start, lock;starts floor up/down motion. 054 ... MvFlr: stop motion;stops and locks floor up/down motion. 089 ..R MvFlr: stop motion;stops floor up/down motion. ; 007 .S. Stair: rise 8; switch:sector floors rise 8+last sector 008 ... Stair: rise 8; sector floors rise 8+last sector 100 2.. Stair: fast 16; Trigger_BuildStairsTurbo16 127 2S. Stair: fast 16; Switch_BuildStairsTurbo16 ; 013 ... Light: max (255);light once to maximum. 081 ..R Light: max (255);light to maximum. 138 2SR Light: max (255);Button_Light_TurnOn 012 ... Light: to max adj;light increases once to brightest adjacent. 080 ..R Light: to max adj;light increases to brightest adjacent. 078 2.R Light: to min adj;Retrigger_LightsToDimmestNear 104 ... Light: to min adj;light decreases to darkest adjacent. 035 ... Light: off (0);turns light off once. 079 ..R Light: off (0);turns light off. 139 2SR Light: off (0);Button_Light_TurnOff 017 ... Light: blinks 1sec;light begins blinking every second. ; 039 ... Telpt: teleport once;teleports only once. 097 ..R Telpt: repeatable;teleports always. 125 2.. Telpt: monster, once;Trigger_TELEPORT_MonsterONLY 126 2.R Telpt: monster, rpt;Retrigger_TELEPORT_MonsterONLY ; 011 .S. Exit: next level;switch ends the level. 052 ... Exit: next level;cross line to end the level. 051 .S. Exit: level 9;switch ends the level and goes to secret level 9. 124 2.. Exit: secret exit;Trigger_SecretEXIT ; ; ; ; ; 048 H.. Scroll: left;Effect_Scroll_Left 099 H.. Scroll: right;Effect_Scroll_Right ; 031 H.. M`Door: open;Manual_Door_Open 032 H.. M`Door: B-stay;Manual_Door_Open_Blue 033 H.. M`Door: G-stay;Manual_Door_Open_Red (Green) 034 H.. M`Door: Y-stay;Manual_Door_Open_Yellow 001 H.R M`Door: 6sec;Manual_Door_Raise 026 H.R M`Door: B-6sec;Manual_Door_Raise_Blue 028 H.R M`Door: G-6sec;Manual_Door_Raise_Red (Green) 027 H.R M`Door: Y-6sec;Manual_Door_Raise_Yellow 046 H.. M`Door: shoot- open;Impact_OpenDoor ; 063 HSR R`Door: 6sec;Button_Raise_Door 090 H.R R`Door: 6sec;Retrigger_Raise_Door 029 HS. R`Door: 6sec;Switch_Raise_Door 004 H.. R`Door: 6sec;Trigger_Raise_Door 061 HS. R`Door: open;Button_Open_Door 086 H.R R`Door: open;Retrigger_Open_Door 103 HS. R`Door: open;Switch_Open_Door 002 H.. R`Door: open;Trigger_Open_Door 042 HSR R`Door: close;Button_Close_Door 075 H.R R`Door: close;Retrigger_Close_Door 050 HS. R`Door: close;Switch_Close_Door 003 H.. R`Door: close;Trigger_Close_Door 076 H.R R`Door: close, 30sec;Retrigger_Close_Door_30 016 H.. R`Door: close, 30sec;Trigger_CloseDoor30 100 H.R R`Door: fast, 6sec;Retrigger_Raise_Door_Turbo ; 062 HSR Lift: lower for 4sec;Button_Plat_Down_Wait_Up_Stay 088 H.R Lift: lower for 4sec;Retrigger_PlatDownWaitUpStay 021 HS. Lift: lower for 4sec;Switch_PlatDownWaitUpStay 010 H.. Lift: lower for 4sec;Trigger_PlatDownWaitUpStay 087 H.R Lift: raise lift;Retrigger_Perpetual_Plat_Raise 053 H.. Lift: raise lift;Trigger_PerpetualPlatformRaise 089 H.R Lift: stop lift;Retrigger_Platform_Stop 054 H.. Lift: stop lift;Trigger_PlatformStop ; 009 HS. Flr: dn,``adj up, tx,se;Switch_Change_Donut 024 H.. Flr: shoot- raise;Impact_RaiseFloor 047 H.. Flr: shoot- up, tx,se;Impact_RaiseFloorNear&Change 064 HSR Flr: raise floor;Button_Raise_Floor 091 H.R Flr: raise floor;Retrigger_Raise_Floor 101 HS. Flr: raise floor;Switch_Raise_Floor 005 H.. Flr: raise floor;Trigger_Raise_Floor 068 HSR Flr: up to adj, tx,se;Button_Raise_Floor_Near&Change 069 HSR Flr: up to adj;Button_Raise_To_Nearest_Floor 096 H.R Flr: up to short tx;Retrigger_Raise_ToShortTexture 095 H.R Flr: up to adj, tx,se;Retrigger_RaiseFloorNear&Change 020 HS. Flr: up to adj, tx,se;Switch_RaiseFloorNear&Change 018 HS. Flr: up to next;Switch_RaiseToNearestFloor 022 H.. Flr: up to adj, tx,se;Trigger_RaiseFloorNear&Change 030 H.. Flr: up to short tx;Trigger_RaiseToShortTexture 066 HSR Flr: raise 24;Button_Raise_Floor_24 092 H.R Flr: raise 24;Retrigger_Raise_Floor_24 093 H.R Flr: raise 24, tx,se;Retrigger_RaiseFloor24_&_Change 015 HS. Flr: raise 24;Switch_RaiseFloor24 058 H.. Flr: raise 24;Trigger_Raise_Floor_24 059 H.. Flr: raise 24, tx,se;Trigger_Raise_Floor_24&Change 067 HSR Flr: raise 32;Button_Raise_Floor_32 014 HS. Flr: raise 32;Switch_RaiseFloor32 070 HSR Flr: fast lower floor;Button_Turbo_Lower_Floor 098 H.R Flr: fast lower floor;Retrigger_Turbo_Lower_Floor 071 HS. Flr: fast lower floor;Switch_Turbo_Lower_Floor 036 H.. Flr: fast lower floor;Trigger_Turbo_Lower_Floor 045 HSR Flr: lower floor;Button_Lower_Floor 083 H.R Flr: lower floor;Retrigger_Lower_Floor 084 H.R Flr: lower floor, tx,se;Retrigger_Lower_Floor_&_Change 102 HS. Flr: lower floor;Switch_Lower_Floor 019 H.. Flr: lower floor;Trigger_LowerFloor 037 H.. Flr: lower floor, tx,se;Trigger_LowerFloor&Change 060 HSR Flr: down to min adj;Button_Lower_Floor_To_Lowest 082 H.R Flr: down to min adj;Retrigger_Lower_Floor_To_Lowest 023 HS. Flr: down to min adj;Switch_Lower_FloorToLowest 038 H.. Flr: down to min adj;Trigger_Lower_Floor_To_Lowest ; 085 H.R Flr/Ceil: Flr```dn, Ceil```up;Retrigger_LwrFloorRaiseCeiling 040 H.. Flr/Ceil: Flr```dn, Ceil```up;Trigger_LowerFloorRaiseCeiling ; 043 HSR Ceil: down to floor;Button_Lower_Ceiling_To_Floor 041 HS. Ceil: down to floor;Switch_Lower_Ceiling_To_Floor ; 025 H.. CrshC: start up/dn;Trigger_CeilingCrush&Raise 073 H.R CrshC: start up/dn;Retrigger_Ceiling_Crush_&_Raise 049 HS. CrshC: start up/dn;Switch_CeilingCrush&Raise 057 H.. CrshC: stop crushing;Trigger_CeilingCrushStop 074 H.R CrshC: stop crushing;Retrigger_Ceiling_Crush_Stop 044 H.. CrshC: lower ceiling;Trigger_Ceiling_Crush 072 H.R CrshC: lower ceiling;Retrigger_Ceiling_Crush 006 H.. CrshC: fast up/dn;Trigger_Fast_Crush_&_Raise 077 H.R CrshC: fast up/dn;Retrigger_Fast_Crush_&_Raise ; 065 HSR CrshF: crushing floor;Button_Raise_Floor_Crush 094 H.R CrshF: crushing floor;Retrigger_Raise_Floor_Crush 055 HS. CrshF: crushing floor;Switch_Raise_FloorCrush 056 H.. CrshF: crushing floor;Trigger_Raise_FloorCrush ; 007 HS. Stair: rise 8;Switch_Build_Stairs 107 HS. Stair: rise 16;Switch_Build_Stairs_16 008 H.. Stair: fast 8;Trigger_Build_Stairs 106 H.. Stair: fast 16;Trigger_Build_Stairs_16 ; 017 H.. Light: strobe light;Trigger_StartSlowStrobing 081 H.R Light: max (255);Retrigger_Light_Turn_On_255 013 H.. Light: max (255);Trigger_LightTurnOn255 080 H.R Light: brighten;Retrigger_Light_Turn_On 012 H.. Light: brighten;Trigger_LightTurnOn 079 H.R Light: darken;Retrigger_Lights_Very_Dark 078 H.R Light: to min adj;Retrigger_LightsToDimmestNear 104 H.. Light: to min adj;Trigger_Lights_To_Dimmest_Near 035 H.. Light: darken;Trigger_Lights_Very_Dark ; 097 H.R Telpt: repeatable;Retrigger_TELEPORT 039 H.. Telpt: teleport once;Trigger_TELEPORT ; 011 HS. Exit: next level;Switch_EXIT 052 H.. Exit: next level;Trigger_EXIT 051 HS. Exit: secret exit;Switch_SecretExit 105 H.. Exit: secret exit;Trigger_SecretExit ; 000 ... Last entry not used. ;