Skulltag features

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UNIQ15c418053f400a0-css-00000000-QINU 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

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.
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