Bits = TRANSLUC50You can specify multiple flags together by separating them by with a comma (,), vertical bar (|), or plus (+). For example, the following three lines are equivalent and make an object bounce and reflective:
Bits = FLOORBOUNCE | REFLECTIVE Bits = FLOORBOUNCE + REFLECTIVE Bits = FLOORBOUNCE, REFLECTIVEYou can also combine named flags with bit patterns from a regular DeHackEd patch in the same way. The following line will make a pushable object that hangs from the ceiling:
Bits = 256 | PUSHABLE(It could just have well been written as Bits = SPAWNCEILING | PUSHABLE.)
The following flags are understood by ZDoom:
Name | Meaning |
---|---|
SPECIAL | Item can respawn and be picked up |
SOLID | Blocks other things |
SHOOTABLE | Can be shot |
NOSECTOR | Not linked in with a sector (making it invisible) |
NOBLOCKMAP | Not linked into the blockmap (making it inert) |
AMBUSH | Will only wake up on sight of a player |
JUSTHIT | Monster will immediately attack |
JUSTATTACKED | Will take at least one step back before attacking |
SPAWNCEILING | Thing hangs from the ceiling |
NOGRAVITY | Gravity is not applied to the thing |
DROPOFF | Can fall off ledges |
PICKUP | Can pickup items (only applicable to player) |
NOCLIP | Can pass through solid objects |
FLOAT | Can float up or down |
TELEPORT | Does not activate special lines when it moves |
MISSILE | Is a missile |
DROPPED | Was dropped and will not respawn |
SHADOW | Drawn with the fuzz effect |
NOBLOOD | Uses puffs when shot instead of blood |
CORPSE | Is dead |
INFLOAT | Is in the middle of a float up or down |
COUNTKILL | Is a monster |
COUNTITEM | Is included in the total count of items |
SKULLFLY | Special handling for a skull in flight |
NOTDMATCH | Is not spawned in deathmatch |
STEALTH | Is a stealth monster |
TRANSLUC25 | Drawn with 25% translucency |
TRANSLUC50 | Drawn with 50% translucency |
TRANSLUC75 | Drawn with 75% translucency |
LOGRAV | Only one-third gravity is applied to it |
FLOORBOUNCE | Bounces off of floors and walls |
SPAWNFLOAT | Spawns at a random z location |
PUSHABLE | Can be pushed |
CANSLIDE | Can slide along walls |
ONMOBJ | Is currently standing on top of another thing |
PASSMOBJ | Can pass under/over other things |
CANNOTPUSH | Cannot push other things |
BOSS | Sight and death sounds are played in surround sound |
FLOATBOB | Objects bobs up and down |
DONTDRAWN | Is not drawn |
IMPACT | Can activate projectile hit specials |
PUSHWALL | Can activate push specials |
MCROSS | Can activate monster cross specials |
PCROSS | Can activate projectile cross specials |
INVULNERABLE | Thing takes no damage |
REFLECTIVE | Missiles bounce off of it |
ZDoom has a few new code pointers. These are only accessible using a [CODEPTR] block.
Using a [STRINGS] block inside a .bex patch, it is possible to modify the obituary messages printed when a player dies. The following strings are available to be changed (in addition to the ones supported by BOOM):
String Name | Standard Text |
---|---|
OB_SUICIDE | suicides |
OB_FALLING | fell too far |
OB_CRUSH | was squished |
OB_EXIT | tried to leave |
OB_WATER | can't swim |
OB_SLIME | mutated |
OB_LAVA | melted |
OB_BARREL | went boom |
OB_SPLASH | stood in the wrong spot |
OB_R_SPLASH | should have stood back |
OB_ROCKET | should have stood back |
OB_KILLEDSELF | killed %hself |
OB_STEALTHBABY | thought %g saw an arachnotron |
OB_STEALTHVILE | thought %g saw an archvile |
OB_STEALTHBARON | thought %g saw a Baron of Hell |
OB_STEALTHCACO | thought %g saw a cacodemon |
OB_STEALTHCHAINGUY | thought %g saw a chaingunner |
OB_STEALTHDEMON | thought %g saw a demon |
OB_STEALTHKNIGHT | thought %g saw a Hell Knight |
OB_STEALTHIMP | thought %g saw an imp |
OB_STEALTHFATSO | thought %g saw a mancubus |
OB_STEALTHUNDEAD | thought %g saw a revenant |
OB_STEALTHSHOTGUY | thought %g saw a sargeant |
OB_STEALTHZOMBIE | thought %g saw a zombieman |
OB_UNDEADHIT | was punched by a revenant |
OB_IMPHIT | was slashed by an imp |
OB_CACOHIT | got too close to a cacodemon |
OB_DEMONHIT | was bit by a demon |
OB_SPECTREHIT | was eaten by a spectre |
OB_BARONHIT | was ripped open by a Baron of Hell |
OB_KNIGHTHIT | was gutted by a Hell Knight |
OB_ZOMBIE | was killed by a zombieman |
OB_SHOTGUY | was shot by a sargeant |
OB_VILE | was incinerated by an archvile |
OB_UNDEAD | couldn't evade a revevant's fireball |
OB_FATSO | was squashed by a mancubus |
OB_CHAINGUY | was perforated by a chaingunner |
OB_SKULL | was spooked by a lost soul |
OB_IMP | was burned by an imp |
OB_CACO | was smitten by a cacodemon |
OB_BARON | was bruised by a Baron of Hell |
OB_KNIGHT | was splayed by a Hell Knight |
OB_SPIDER | stood in awe of the spider demon |
OB_BABY | let an arachnotron get %h |
OB_CYBORG | was splattered by a cyberdemon |
OB_WOLFSS | was no match for the past |
OB_MPFIST | chewed on %s's fist |
OB_MPCHAINSAW | was mowed over by %s's chainsaw |
OB_MPPISTOL | was tickled by %s's pea shooter |
OB_MPSHOTGUN | chewed on %s's boomstick |
OB_MPSSHOTGUN | was splattered by %s's super shotgun |
OB_MPCHAINGUN | was mowed down by %s's chaingun |
OB_MPROCKET | rode %s's rocket |
OB_MPR_SPLASH | almost dodged %s's rocket |
OB_MPPLASMARIFLE | was melted by %s's plasma gun |
OB_MPBFG_BOOM | was splintered by %s's BFG |
OB_MPBFG_SPLASH | couldn't hide from %s's BFG |
OB_MPTELEFRAG | was telefragged by %s |
OB_DEFAULT | died |
OB_FRIENDLY1 | mows down a teammate |
OB_FRIENDLY2 | checks %p glasses |
OB_FRIENDLY3 | gets a frag for the other team |
OB_FRIENDLY4 | loses another friend |
OB_RAILGUN | was railed by %s |
The name of the player who died is always printed first followed by the obituary string, except for the OB_FRIENDLY? strings, where the name of the killer is printed instead. The obituary strings can contain special % sequences that get substituted with something else when the string is printed. These are:
%g -> he/she/it
%h -> him/her/it
%p -> his/her/its
%s -> name of killer (only works for strings that already have %s above)