Skulltag features
Skulltag has many editing features that ZDoom currently does not. It has been decided to document them here to help out both communities.
The following articles contain functions that are Skulltag only, meaning that they currently are NOT compatible with ZDoom! If you wish to add a Skulltag feature article, please use the {{STFeature}} template. Also, under any circumstances, do not mix these features up with ZDoom features! (i.e. links on branching pages or categories).
Feel free to copy the information written in this articles over to the Skulltag Wiki. --Cutty
| Note: Any features that are currently implemented in ZDoom will be removed from this list. |
Contents |
Console variables
Skulltag has additional console variables that ZDoom does not have.
- sv_defaultdmflags (boolean)
- Default: true
- When true, certain default DM flags are automatically set. This must be set to false in order to change the affected flags.
- It activates Weapon Stay, Item Respawn, No Monsters, No Crouch and Double Ammo. In non-duel deathmatch modes, it also activates Spawn Farthest.
Compatibility flags
Skulltag has additional compatibility options that ZDoom does not have.
- compat_clientssendfullbuttoninfo
- Whether the client should send to the server GetPlayerInput info on a full 32-bit WORD rather than a single 8-bit BYTE. If true, this increases network traffic by 5 to 10% on average, but is needed for some advanced scripts.
- compat_disablestealthmonsters
- When this option is set to true, the STEALTH flag is made ineffective: monsters with this flag are opaque all the time.
- compat_disabletaunts
- When true, taunts are completely disabled on the server whether the player has then enabled or not.
- compat_instantrespawn
- compat_limited_airmovement
- When this option is true, air movement is the same as in ZDoom. When false, as by default, air control is much greater, allowing "bunny hopping" moves.
- compat_netscriptsareclientside
- When true, net scripts are considered to be clientside scripts as well.
- compat_nocrosshair
- When true, crosshairs are disabled.
- compat_noland
- When true, players are prohibited from using the "land" console command.
- compat_oldintermission
- When enabled, the game uses vanilla intermission screens and music instead of the Skulltag ones during intermissions.
- compat_oldradiusdmg
- If this is enabled, the original Doom radius damage code is used, i.e. explosions have infinite vertical range. Normally, only actors with the OLDRADIUSDMG flag use this old code.
- compat_oldweaponswitch
- If this is enabled, players always switch weapons on pickup (as in vanilla Doom).
- compat_originalsoundcurve
- If true, the original Doom sound curve is used.
- compat_plasmabump
- When enabled, pickup detection is handled exactly like in vanilla Doom. This is named after the "plasma bump" trick from Doom 2 MAP01 in multiplayer.
ACS
Script Types
As of Skulltag 97e there are some changes to the way "net" scripts work. There is now a new "clientside" type which means the script is ran on a local machine rather than on the server. By default, scripts are executed server-side. In previous versions net changed the script to clientside, but because that automatically made it so users could execute (puke) that script there was no way to make a non-player executable clientside script.
You can combine clientside and net scripts to create a desirable method of execution.
- net - Can be executed by the puke command, server-side script.
- clientside - Cannot be executed via the puke command, client-side script.
- net clientside - Can be executed by the puke command, client-side script.
To bring back the old behavior of net being both clientside and puke executable, you can set a new server CVAR "compat_netscriptsareclientside" to 1.
Skulltag Action Specials
Skulltag built-in functions
- AnnouncerSound
- BlueCount
- BlueScore
- BlueTeamCount
- BlueTeamScore
- ConsoleCommand
- GetInvasionState
- GetInvasionWave
- IsMultiplayer
- IsOneFlagCTF
- Music_Change (deprecated)
- PlayerArmorpoints
- PlayerHealth
- PlayerTeam
- RedCount
- RedScore
- RedTeamCount
- RedTeamScore
- SinglePlayer
Classes
For a full list of Skulltag's actor classes, see Classes:Skulltag.
DECORATE
Skulltag Action Functions
Skulltag Actor Flags
The following flags are Skulltag specific, meaning that ZDoom MAY recognise them, but not support them (for compatibility). All of ZDoom's Actor flags are compatible with Skulltag, except those that have been added in SVN versions more recent than the one used for Skulltag's codebase.
Behaviour
For a full list of ZDoom's behaviour flags, see Actor flags.
- SCOREPILLAR
- Used in conjunction with the BUMPSPECIAL flag to make the player score a point if he/she is holding the flag/skull item.
- ALLOWCLIENTSPAWN
- Spawns the actor on the clientside. This only works for things on the map startup, meaning it will not affect newly spawned actors. For that, see A_SpawnItemEx.
- CLIENTSIDEONLY
- Spawns the actor on the clientside no matter how it is spawned.
- NONETID
- Actors with this flag are not assigned a network id when spawned. Only use it if you know what you are doing!
Inventory
For a full list of ZDoom's inventory flags, see Inventory.
- INVENTORY.FORCERESPAWNINSURVIVAL
- Causes the item to respawn in survival, even if respawn items is off.
Weapons
For a full list of ZDoom's inventory flags, see Weapon.
- WEAPON.ALLOW_WITH_RESPAWN_INVUL
- Allows the weapon to be used while in respawn protection.
- WEAPON.NOLMS
- This weapon is not given in the Last Man Standing game mode.
Limited Use
- BLUETEAM
- REDTEAM
- NODE
- Do nothing, unused, probably deprecated.
- BASEHEALTH
- SUPERHEALTH
- BASEARMOR
- SUPERARMOR
- Something to do with the bot routines. Unused, probably deprecated.
- EXPLODEONDEATH
- Seems to have something to do with accuracy and precision medals. Defined on the grenade.
Skulltag Actor Properties
- Inventory.PickupAnnouncerEntry
Plays the specified announcer entry when the item is picked up.
- Rune.Color color, alpha
Same as Powerup.Color.
- Rune.Type
Sets what the rune does, similar to Powerup.Type. (DoubleDamage, DoubleFiringSpeed, Drain, Spread, HalfDamage, Regeneration, Prosperity, Reflection, HighJump, Speed25)
- LimitedToTeam
Forces the Player class to a certain team defined in TEAMINFO, i.e. limitedtoteam 2 would assign this class to the second team defined in the TEAMINFO lump.
- Weapon.PreferredSkin
Forces the Player class to use a certain skin when the weapon is selected.
Lumps
Skulltag Specific Lumps
See also TEAMINFO which has many additional Skulltag-specific properties.
Skulltag MAPINFO properties
Levels
- nobotnodes
- Prevents Skulltag from making bot nodes on the specified level.
Episodes
- botepisode
- Uses alternate bot skill level menu.
- botskillname string
- Replaces "New Game".
- botskillpicname string
- same as botskillname only uses a graphic lump.