This page defines the dsda udmf namespace. Most features of this namespace form a subset of the zdoom namespace - they will be understood by both dsda-doom and gzdoom. Some new additions, marked with a :duck:, fill in some gaps. See the things and specials doc for more information about which specials and thing types are supported.
In principle, udmf features supported by both dsda-doom and gzdoom should work the same in each. However, there may be maps that do not work in one port or the other due to differences in the underlying physics, similar to other map formats. Significant deviation in behaviour is likely a bug.
It’s strongly recommended to configure defaults with MAPINFO for cross-port consistency.
DSDA-Doom supports the doom, heretic, hexen, zdoom and dsda namespaces, as well as the XGLN/ZGLN, XGL2/ZGL2 and XGL3/ZGL3 extended node formats. Properties marked with a * are only supported by the opengl renderer.
Linedefs
Property
Description
idinteger
Line ID / tag (default -1 in hexen, zdoom and dsda namespaces, 0 otherwise).
v1integer
Index of the first vertex.
v2integer
Index of the second vertex.
blockingbool
Blocks things.
blockmonstersbool
Blocks monsters.
blockplayersbool
Blocks players.
blockfloatersbool
Blocks floaters.
blocklandmonstersbool
Block non-flying monsters.
blockprojectilesbool
Blocks projectiles.
blockhitscanbool
Blocks hitscan.
blockusebool
Blocks use.
blocksoundbool
Blocks sound.
blocksightbool
Blocks sight.
blockeverythingbool
Blocks everything.
twosidedbool
Line has two sides.
dontpegtopbool
Line upper texture is unpegged.
dontpegbottombool
Line lower texture is unpegged.
secretbool
Line is drawn as one-sided on the map.
dontdrawbool
Line never shows on the map.
mappedbool
Line starts out mapped.
revealedbool
Line starts revealed on the map.
jumpoverbool
Line is a strife-style railing.
playercrossbool
Can be activated by player cross.
playerusebool
Can be activated by player use.
monstercrossbool
Can be activated by monster cross.
monsterusebool
Can be activated by monster use.
impactbool
Can be activated by projectile impact.
playerpushbool
Can be activated by player push.
monsterpushbool
Can be activated by monster push.
missilecrossbool
Can be activated by projectile cross.
anycrossbool
Can be activated by any non-projectile cross.
monsteractivatebool
Can be activated by monsters.
playerusebackbool
Can be activated by player use from the back.
firstsideonlybool
Can only be activated from the front.
passusebool
Use action passes through the line.
checkswitchrangebool
Switches can only be activated when vertically reachable.
locknumberinteger
<ul> <li> 0: No lock. </li> <li> 1: Red key card. </li> <li> 2: Blue key card. </li> <li> 3: Yellow key card. </li> <li> 4: Red skull key. </li> <li> 5: Blue skull key. </li> <li> 6: Yellow skull key. </li> <li> 100: Any key. </li> <li> 101: All 6 keys. </li> <li> 129: Any red key. </li> <li> 130: Any blue key. </li> <li> 131: Any yellow key. </li> <li> 132: Red card or skull. </li> <li> 133: Blue card or skull. </li> <li> 134: Yellow card or skull. </li> <li> 229: Any key of each color. </li> </ul>
repeatspecialbool
Repeatable activation.
specialinteger
Special action.
arg0integer
Special argument 0.
arg1integer
Special argument 1.
arg2integer
Special argument 2.
arg3integer
Special argument 3.
arg4integer
Special argument 4.
arg0strstring
Special argument 0 as a string (for certain actions).