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RTS Maps and Triggers

Lobo edited this page Jul 5, 2024 · 3 revisions

These commands are used to define which levels a script can be triggered on, and the range or scope in which they can be triggered.

Commands


COMMAND ARGUMENTS DESCRIPTION DETAILS
START_MAP   All triggers after this tag are associated with the specified map number. is the same as the lump name, for example e#m# for DOOM1, and map## for DOOM2. If you use the keyword "ALL" (without quotes) instead of a mapname then the trigger will apply to ALL the maps, almost like a global function.
END_MAP
This labels the end of a particular map section.
RADIUS_TRIGGER <x> <y> <radius> [Low Z] [High Z] This defines where the center point of your trigger is, how large its radius is, and optionally, where its high and low trigger areas are. It's best to use your map editor to determine the exact points for the X and Y values you want (most map editors show the grid location in real time).
To create a trigger that covers the entire map, use x=0, y=0, and radius=-1 (-1 means everywhere).
The optional [low Z] and [high Z] values are to create a "3D" trigger: one that can be walked over or under without being triggered. The [low Z] must be a value below [high Z] (you cannot invert the low and high Z values). If you use Low Z then high Z is also required.
RECT_TRIGGER <x1> <y1> <x2> <y2>[Low Z] [High Z] This defines a rectangular radius trigger instead of the normal square one. This is most useful to place a thin trigger area in front of a door, or some place you need a wide but narrow trigger area (since normal radius triggers are square, one that you need to cover a wide area covers a lot of unnecessary space). <x1> <y1> define the lower left corner of the rectangle. <x2> <y2> define the upper right corner of the rectangle.
It's best to use your map editor to determine the exact points for the X and Y values you want (most map editors show the grid location in real time).
The optional [low Z] and [high Z] values are to create a "3D" trigger: one that can be walked over or under without being triggered. The [low Z] must be a value below [high Z] (you cannot invert the low and high Z values). If you use Low Z then high Z is also required.

NOTE: close a RECT_TRIGGER with 'END_RADIUS_TRIGGER', just like a normal radius trigger.
SECTOR_TRIGGER_TAG <TAG> [Low Z] [High Z] This defines a script which will trigger once any sector with this tag is entered, and optionally, where it's high and low trigger areas are. <TAG> defines what sectors are included.
The optional [low Z] and [high Z] values are to create a "3D" trigger: one that can be walked over or under without being triggered. The [low Z] must be a value below [high Z] (you cannot invert the low and high Z values). If you use Low Z then high Z is also required.

NOTE: close a SECTOR_TRIGGER_TAG with 'END_RADIUS_TRIGGER', just like a normal radius trigger.
SECTOR_TRIGGER_INDEX <sector number> [Low Z] [High Z] This defines a script which will trigger once the sector with this number/index is entered, and optionally, where it's high and low trigger areas are. <sector number> defines what sector is included.
The optional [low Z] and [high Z] values are to create a "3D" trigger: one that can be walked over or under without being triggered. The [low Z] must be a value below [high Z] (you cannot invert the low and high Z values). If you use Low Z then high Z is also required.

NOTE: close a SECTOR_TRIGGER_INDEX with 'END_RADIUS_TRIGGER', just like a normal radius trigger.
END_RADIUS_TRIGGER This labels the end of a particular radius trigger.

Examples

This script is designed for DOOM2 MAP29 ("The Living End"). Hop on the lowering floor near the start and wait. When you get to the bottom, the monsters near the start will get a nasty surprise.

START_MAP map29
    RADIUS_TRIGGER 1120 544 250 304 312
        TIP "Die monsters!"
        DAMAGE_MONSTERS ANY 200
    END_RADIUS_TRIGGER
END_MAP




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