|actors||defines all the things that can exist in the world (pickups, enemies, decorations...)|
|ammoInfo||defines ammo types|
|damageInfo||defines damage type properties|
|mapInfo||bundles maps together into the actual levels of the game|
|textureSetInfo||defines texture variants and animations|
|weaponInfo||defines player weapons|
Defines ammo types.
Specifies max ammo (with and without backpack) and HUD icon.
New ammo types can be created by simply adding their names to this file and listing their properties within their block.
Referenced by weapon definitions in weaponInfo (which ammo types the weapon will draw from) and weapon/ammo pickup actor defs.
Defines damage type properties.
Most damage types are fairly generic, and may be referenced by several different attacks, so be careful when changing values here. It's often preferable to change which damage type an attack refers to, rather than changing the properties of the damage type here.
New damage types can be defined by simply adding its name to this file, and listing its properties within its block.
New damage properties can also be created by simply adding them to a damage type's definition. They won't do anything by default, but you'll be able to test for them in an actor's script to program new reactions.
Properties that begin with a lower-case b are flags. They are enabled if set to
1, and disabled if set to
0 or unspecified.
minimum random damage scalar
damage will be randomized within the range
deal damage in a radius
causes enemies (and bodies) to fly into the air on death
classes in scripts/misc/destructibles.txt (trees, rocks blocking the minigun on level 2, etc.) also look for this flag to determine if they should be destroyed when taking damage
|radius||blast radius for
only affects kill shots – corpses will still fly into the air if damaged
|bNoDamageSource||do not damage whoever caused this damage (e.g., shockwave weapon splash damage does not affect the player because of this)|
causes shockwave weapon death effects
reacted to in
push enemies back on impact
does not affect velocity – it immediately sets the enemy to a new location a fixed distance away
|bQuake||shake the camera when the player is dealt this damage type|
shake the camera by
[unused] (used to jostle the player upward for
damage the player, irrespective of their location or what was hit
only works in
will not damage the player if they are invincible (and thus will not, e.g., trigger
will not damage the player if
scale damage by:
projectile speed /
(speed is in terms of distance per second)
if the scalar is ≥
Bundles maps together into the actual levels of the game.
Levels are defined by a name and a level number, followed by a block containing level properties.
|title||only shown in save file names; hub plaques use localized strings|
|maps that belong to this level|
|map IDs to assign to the maps defined above|
extended fog distance for each map
when extended draw distance is enabled, every sector's Fog ZFar property will be overriden with this (Fog Start will be left alone)
|warptid||tag ID of warp exit point marking level start|
|keys||total number of keys to find on this level|
|level script file for each map|
Defines texture variants and animations.
Texture sets are defined by a parent texture, followed by a block containing animation properties and a list of texture variants.
Any surface in the game using a parent texture listed in this file will have access to the variants in its set, and animate if set.
Any texture without any variants or animation can be added to this list, and any surface in the game that uses it will then be affected by it automatically.
|speed||how long to display each frame if
You can have as many of these as you want.
Variants can be applied from a script with
Defines player weapons.
These are the things that actually get used by the player. Weapon pickup actor defs refer to these to tell the game which weapon to give the player when picked up.
New weapons can be defined by adding their name followed by their slot number, and listing their properties within their block.
Slot number determines order within the weapon selection wheel, and key bind.
Make sure your weapons' slot numbers are reflected in the
turokWeapons enum in scripts/common.txt.
|offset||1st person model display properties|
|icon||HUD icon for the weapon selection wheel|
|defaultWeapon||no discernable effect?|
How much of this weapon's primary ammo type to start the game with.
Only applies if
Unique ID number for this weapon type.
These are named in the
|readySound||sound played when selecting the weapon|
|ammo||primary ammo type, from ammoInfo|
|altAmmo||alt ammo type, from ammoInfo|
|scriptClass||which class controls this weapon's operation|