Type | Name |
---|---|
1400 | Sector will play sound sequence 0 when it moves |
1401 | Sector will play sound sequence 1 when it moves |
1402 | Sector will play sound sequence 2 when it moves |
1403 | Sector will play sound sequence 3 when it moves |
1404 | Sector will play sound sequence 4 when it moves |
1405 | Sector will play sound sequence 5 when it moves |
1406 | Sector will play sound sequence 6 when it moves |
1407 | Sector will play sound sequence 7 when it moves |
1408 | Sector will play sound sequence 8 when it moves |
1409 | Sector will play sound sequence 9 when it moves |
1411 | Sector will play whatever sound sequence is specified as the thing's first parameter when it moves |
4001 | Player 5 start |
4002 | Player 6 start |
4003 | Player 7 start |
4004 | Player 8 start |
5001 | BOOM point pusher |
5002 | BOOM point puller |
9001 | Map spot |
9013 | Map spot with gravity |
9024 | Path node (next, delay) |
9025 | Camera |
9026 | Spark (first parameter is the number of particles) |
9027 | Red particle fountain |
9028 | Green particle fountain |
9029 | Blue particle fountain |
9030 | Yellow particle fountain |
9031 | Purple particle fountain |
9032 | Black particle fountain |
9033 | White particle fountain |
9044 | Teleport destination that remembers its vertical position |
9045 | Sector is filled with water. When used in a Transfer_Heights control sector, the deep water portion of the real sector will be swimmable. |
9046 | When activated, increments the number of secrets found and removes itself. The first parameter controls how noisy it is when it does this. When set to 0 or 1, this thing prints the message "A secret is revealed." When set to 0 or 2, it plays the secret sound. If any other values are used, the thing is silent. |
9050 | Stealth Arachnotron |
9051 | Stealth Archvile |
9052 | Stealth Baron of Hell |
9053 | Stealth Cacodemon |
9054 | Stealth Chaingunner |
9055 | Stealth Demon |
9056 | Stealth Hell Knight |
9057 | Stealth Imp |
9058 | Stealth Mancubus |
9059 | Stealth Revenant |
9060 | Stealth Shotgunner |
9061 | Stealth Pistol Guy |
9300 | Polyobject anchor |
9301 | Polyobject spawn spot |
9302 | Crushing polyobject spawn spot |
14001-14064 | Ambient sounds 1-64 (one for each sound) |
14065 | Ambient sound 0 or sounds 0-255. In Hexen mode, the first argument of this thing is used to determine the ambient sound that it represents. Thus, it can be used to represent one of 256 ambient sounds. In Doom mode, it always represents ambient sound 0. |
If ZDoom encounters any things that it does not understand, it will print a warning to the console when the level loads and transform them into an exclamation mark symbol so that you can see where they are.
In Hexen mode, teleport destinations (types 14 and 9044) are found by their thing ids. In Doom mode, they are still found by looking in a tagged sector.