script 1 open
{
print("Existem mai alguns scripts? alem dos sector_setcolor.");
}
script
script
Meu nick não e mais darklord ou degaussdark agora e Syaoran.
Lista de todos os scripts (Action Specials) de zdoom:
- PolyObjects
* 1:Polyobj_StartLine *
* 2:Polyobj_RotateLeft
* 3:Polyobj_RotateRight
* 4:Polyobj_Move
* 5:Polyobj_ExplicitLine *
* 6:Polyobj_MoveTimes8
* 7:Polyobj_DoorSwing
* 8:Polyobj_DoorSlide
* 90:Polyobj_OR_RotateLeft
* 91:Polyobj_OR_RotateRight
* 92:Polyobj_OR_Move
* 93:Polyobj_OR_MoveTimes8
Doors
* 10:Door_Close
* 11:Door_Open
* 12:Door_Raise
* 13:Door_LockedRaise
* 14:Door_Animated
* 249:Door_CloseWaitOpen
Ceilings
* 38:Ceiling_Waggle
* 40:Ceiling_LowerByValue
* 41:Ceiling_RaiseByValue
* 42:Ceiling_CrushAndRaise
* 43:Ceiling_LowerAndCrush
* 44:Ceiling_CrushStop
* 45:Ceiling_CrushRaiseAndStay
* 69:Ceiling_MoveToValueTimes8
* 192:Ceiling_LowerToHighestFloor
* 193:Ceiling_LowerInstant
* 194:Ceiling_RaiseInstant
* 195:Ceiling_CrushRaiseAndStayA
* 196:Ceiling_CrushAndRaiseA
* 197:Ceiling_CrushAndRaiseSilentA
* 198:Ceiling_RaiseByValueTimes8
* 199:Ceiling_LowerByValueTimes8
* 252:Ceiling_RaiseToNearest
* 253:Ceiling_LowerToLowest
* 254:Ceiling_LowerToFloor
* 255:Ceiling_CrushRaiseAndStaySilA
Floors
* 20:Floor_LowerByValue
* 21:Floor_LowerToLowest
* 22:Floor_LowerToNearest
* 23:Floor_RaiseByValue
* 24:Floor_RaiseToHighest
* 25:Floor_RaiseToNearest
* 28:Floor_RaiseAndCrush
* 35:Floor_RaiseByValueTimes8
* 36:Floor_LowerByValueTimes8
* 46:Floor_CrushStop
* 66:Floor_LowerInstant
* 67:Floor_RaiseInstant
* 68:Floor_MoveToValueTimes8
* 138:Floor_Waggle
* 238:Floor_RaiseToLowestCeiling
* 239:Floor_RaiseByValueTxTy
* 240:Floor_RaiseByTexture
* 241:Floor_LowerToLowestTxTy
* 242:Floor_LowerToHighest
* 250:Floor_Donut
* 235:Floor_TransferTrigger
* 236:Floor_TransferNumeric
Floors and Ceilings
* 29:Pillar_Build
* 30:Pillar_Open
* 94:Pillar_BuildAndCrush
* 95:FloorAndCeiling_LowerByValue
* 96:FloorAndCeiling_RaiseByValue
* 251:FloorAndCeiling_LowerRaise
* 245:Elevator_RaiseToNearest
* 246:Elevator_MoveToFloor
* 247:Elevator_LowerToNearest
Stairs
* 26:Stairs_BuildDown
* 27:Stairs_BuildUp
* 31:Stairs_BuildDownSync
* 32:Stairs_BuildUpSync
* 217:Stairs_BuildUpDoom
Platforms/Lifts
* 60:Plat_PerpetualRaise
* 61:Plat_Stop
* 62:Plat_DownWaitUpStay
* 63:Plat_DownByValue
* 64:Plat_UpWaitDownStay
* 65:Plat_UpByValue
* 172:Plat_UpNearestWaitDownStay
* 206:Plat_DownWaitUpStayLip
* 207:Plat_PerpetualRaiseLip
* 228:Plat_RaiseAndStayTx0
* 230:Plat_UpByValueStayTx
* 231:Plat_ToggleCeiling
Teleporters
* 39:Teleport_ZombieChanger
* 70:Teleport
* 71:Teleport_NoFog
* 76:TeleportOther
* 77:TeleportGroup
* 78:TeleportInSector
* 215:Teleport_Line
Exits
* 243:Exit_Normal
* 244:Exit_Secret
* 74:Teleport_NewMap
* 75:Teleport_EndGame
Things
* 72:ThrustThing
* 128:ThrustThingZ
* 73:DamageThing
* 248:HealThing
* 130:Thing_Activate
* 131:Thing_Deactivate
* 132:Thing_Remove
* 133:Thing_Destroy
* 134:Thing_Projectile
* 135:Thing_Spawn
* 137:Thing_SpawnNoFog
* 139:Thing_SpawnFacing
* 136:Thing_ProjectileGravity
* 175:Thing_ProjectileIntercept
* 178:Thing_ProjectileAimed
* 119:Thing_Damage
* 125:Thing_Move
* 127:Thing_SetSpecial
* 176:Thing_ChangeTID
* 177:Thing_Hate
* 180:Thing_SetTranslation
* 229:Thing_SetGoal
* 17:Thing_Raise
ACS
* 80:ACS_Execute
* 226:ACS_ExecuteAlways
* 81:ACS_Suspend
* 82:ACS_Terminate
* 83:ACS_LockedExecute
* 84:ACS_ExecuteWithResult
* 85:ACS_LockedExecuteDoor
Lines
* 121:Line_SetIdentification *
* 208:TranslucentLine
Scrollers
* 100:Scroll_Texture_Left *
* 101:Scroll_Texture_Right *
* 102:Scroll_Texture_Up *
* 103:Scroll_Texture_Down *
* 221:Scroll_Texture_Both
* 222:Scroll_Texture_Model *
* 225:Scroll_Texture_Offsets *
* 223:Scroll_Floor
* 224:Scroll_Ceiling
Lighting
* 109:Light_ForceLightning
* 110:Light_RaiseByValue
* 111:Light_LowerByValue
* 112:Light_ChangeToValue
* 113:Light_Fade
* 114:Light_Glow
* 115:Light_Flicker
* 116:Light_Strobe
* 117:Light_Stop
* 232:Light_StrobeDoom
* 233:Light_MinNeighbor
* 234:Light_MaxNeighbor
Sectors
* 140:Sector_ChangeSound
* 185:Sector_SetRotation
* 186:Sector_SetCeilingPanning
* 187:Sector_SetFloorPanning
* 188:Sector_SetCeilingScale
* 189:Sector_SetFloorScale
* 190:Static_Init *
* 212:Sector_SetColor
* 213:Sector_SetFade
* 214:Sector_SetDamage
* 216:Sector_SetGravity
* 218:Sector_SetWind *
* 219:Sector_SetFriction
* 220:Sector_SetCurrent *
BOOM generalized line types
* 200:Generic_Floor
* 201:Generic_Ceiling
* 202:Generic_Door
* 203:Generic_Lift
* 204:Generic_Stairs
* 205:Generic_Crusher
Renderer
* 9:Line_Horizon *
* 182:Line_Mirror *
* 183:Line_AlignFloor
* 184:Line_AlignCeiling
* 209:Transfer_Heights *
* 210:Transfer_FloorLight *
* 211:Transfer_CeilingLight *
* 16:Transfer_WallLight *
* 50:ExtraFloor_LightOnly *
Slopes
* 181:Plane_Align *
Other
* 15:Autosave
* 18:StartConversation
* 33:ForceField
* 34:ClearForceField
* 49:GlassBreak
* 120:Radius_Quake
* 129:UsePuzzleItem
* 173:NoiseAlert
* 174:SendToCommunicator
* 179:ChangeSkill
* 191:SetPlayerProperty
* 227:PointPush_SetForce *
* 237:ChangeCamera
Swim... Swim... Hungry...
Dopefish lives.
Dopefish lives.