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Flags

Flags determine the properties of an entity in Doom. For example, a sector flag may determine the amount of damage done in case of an acid floor, whether or not it should count as a secret, etc. Listed below are the regular and Boom flags for sectors, things and sidedefs.

Sector Flags



Description

Value

Normal

0

Light random off

1

Light blinks 0.5 sec

2

Light blinks 1.0 sec

3

-10/20% health, light blinks 0,5 sec

4

-5/10% health

5

-2/5% health

7

Light pulsates

8

Door closes 30 secs after start level

10

-10/20% health, below 11% health
the level ends

11

Light blinks 0,5 sec synchronised

12

Description

Value

Light blinks 1.0 sec synchronised

13

Ceiling up 300 secs after start level

14

-10/20% health

16

Light flickers randomly

17

-5% health

32

-10% health

64

-20% health

96

Counts towards "secrets" tally

128

Sector friction enabled, see note below

256

Sector wind enabled, see note below

512

Shown in the table above are the descriptions of sector tags and their values. Sector tags can be combined by adding their values, eg "-20% health" and "secret" has a value of 96+128=224. A sector's tag can be set with CLED, eg "cled mywad.wad sector(mapnumber,sectornumber).type=value".

Important: tagging a sector with value 256 and 512 (friction and wind) are not enough to produce the desired effect: see the section "ice / mud / wind". These effects can also be cancelled by changing the sector's tag to normal by a texture-change only trigger.

Linedef Flags



Boom has one new linedef flag called "PassThru" with a decimal value of 512 - which translates to a hexidecimal value of 200. This will allow "push" or "switch" action to pass through a trigger, allowing the player to activate more than one trigger with one action. To enable it, just add a hexidecimal value of 200 to the flag status of the linedef you want to make "PassThru". You can see the current flag status of a linedef using CLED as a diagnostic (eg. "cled mywad.wad linedef(mapnumber,linedefnumber).flags"). Just add 200 to the existing value with CLED (eg. "cled mywad.wad linedef(mapnumber,linedefnumber).flags=value"), or calculate in decimal numbers and translate later. Thanks to Jim Flynn / Jack Vermeulen for bringing this to my attention! Note that the engine will only allow one action per floor, ceiling or light setting in the same sector. Your typical Windows calculator can translate decimal values into hexidecimal ones.

Description

Dec. value

Hex. value

Impassible

1

1

Block monster

2

2

2-sided

4

4

Upper pegged

8

8

Lower pegged

16

10

Secret

32

20

Block sound

64

40

Invisible

128

80

On auto-map

256

100

Pass-through

512

200

Thing Flags



Boom has also two new thing flags, called "not in DM" with a value of 32, and "not in COOP" with a value of 64. I guess it's obvious as to what these flags do =)


Introduction | Regular Doom Tricks | TeamTNT's Boom Support
The Tools | Flags | Properties Transfer | Teleports | Ice, Mud, Wind, Currents | Scrolling Effects | Elevators | Other Triggers

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