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DDF Flats
Lobo edited this page Jul 5, 2024
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Stored in flats.ddf file or in the DDFFLAT data lump.
flats.ddf allows you to associate certain sounds, objects etc. with specific flats. Each entry consists of the flats lump name as defined in the wadfile, enclosed in square brackets, plus a series of commands that specify the characteristics of how it will behave.
The commands used for flat entries are as follows:
FOOTSTEP | [sound] | The name of the sound associated with this flat. Mainly useful when used via COALHUDS to make appropriate footfall noises when moving across this flat |
LIQUID | [special] | Options are "THIN" or "THICK". Currently affects swirl/dynamic liquid parameters. |
IMPACT_OBJECT | [thing] | where [thing] is an entry in THINGS.DDF. When the flat is shot, the [thing] will be spawned at the impact point (e.g. for splashes from water). |
SINK_DEPTH | [percentage] |
Will drop player's view height by the given percentage when standing on the flat in question and will also clip sprites on this flat and sink them by a roughly equivalent amount.
Does not apply when the sector is using 3D floors, swimmable/deep water, or similar effects |
BOB_DEPTH | [percentage] |
Corpses and items will bob up and down while resting on the flat in question.
Does not apply when the sector is using 3D floors, swimmable/deep water, or similar effects |
The following is an example of a complete flat entry for Heretic basic water flat "FLTWAWA1"::
[FLTWAWA1]
FOOTSTEP = "FSWAT?"; // the noise our footsteps will make
IMPACT_OBJECT="WATER_SPLASH"; // the object spawned by shooting this flat
LIQUID = "THIN"; // water swirls faster than mud
DDF doc written by Luke Brennan. © EDGE Team, et al. 1998 - 2024.