MAPINFO/Intermission definition

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An Intermission definition begins with the keyword "intermission" followed by a name.

An intermission is composed of different sub-blocks, which each define a "step". When a step is finished, the intermission goes to the next step, until the end is reached. The Link properties allows to go to a different intermission instead. The GotoTitle step effectively ends the intermission.

Intermission commands

Intermission name { properties }

Defines an Intermission block.

Intermission properties

The following properties are supported within an Intermission definition:

Property Description
Link = <name> Links to another intermission after the end of this intermission.
Cast {} Defines a cast block as a step for the intermission. See below for cast properties.
Fader {} Defines a fader block as a step for the intermission. See below for fader properties.
GotoTitle {} Goes to the title screen. This effectively ends the intermission and the game.
Image {} Defines an image block as a step for the intermission. See below for image properties.
Scroller {} Defines a scroller block as a step for the intermission. See below for scroller properties.
TextScreen {} Defines a text screen block as a step for the intermission. See below for text screen properties.
Wiper {} Defines a wiper block as a transition between two steps in the intermission. See below for wiper properties.

Generic properties

The following properties are supported within any sub-block:

Property Description
Background = <image>[, <tile>[, <palette>]] Defines which image lump to use as the background for this intermission step. Optional parameters can be given. If tile is non-zero, the image is displayed at its resolution and tiled on the screen. If 0 or omitted, the image is stretched. If palette is given, the specified palette lump is used to display the image. Using a different palette will disable the menus while the intermission step is active.
CDMusic = <track>[, <CDID>] Defines which music to use during this step of the intermission if an audio CD is available in an optical drive. A CD ID can be given optionally to only play the track if the CD is the one expected.
Draw = <image>, <x>, <y> Draws the specified image using the specified offsets. Coordinates for offsets range from (0, 0) for the top-left corner to (319, 199) for the bottom-right corner.
DrawConditional = <condition>, <image>, <x>, <y> As Draw, but specifies a condition for the drawing. Possible conditions include player class names or Multiplayer.
Music = <song>[, <order>] Defines which music to use during this step of the intermission. For music formats which support sub-songs, an optional parameter allows to choose which to play.
Sound = <sound> Defines a sound to be played upon entering this intermission step.
Time = <length> Defines how long this step of the intermission should last. A positive value is an amount in seconds; a negative value is an amount in tics.

Cast properties

The following properties are supported within a cast sub-block:

Property Description
CastClass = <name> Defines which actor class to use for this cast call.
CastName = <string> Defines the string that is displayed during the cast call. If the string starts with a $ character, it is interpreted as an identifier to a LANGUAGE string.
AttackSound = <label>, <offset>, <sound> Defines which sound to play at which moment of which attack. Label must be either "Melee" or "Missile", offset must be a positive or null value, and sound must be a logical sound name as defined in SNDINFO.

Fader properties

The following properties are supported within a fader sub-block:

Property Description
FadeType = <type> Defines how the fade proceeds. Possible types are FadeIn (default) and FadeOut.

Image properties

Image sub-blocks have no additional properties.

Scroller properties

The following properties are supported within a scroller sub-block:

Property Description
Background2 = <lump> Defines the picture used for the destination screen.
InitialDelay = <length> Specifies how long to wait before scrolling begins. A positive value is an amount in tics, a negative value is an amount in seconds. Default delay is 0.
ScrollDirection = <type> Defines how the scroll proceeds. Possible directions are Up, Down, Left and Right (default).
ScrollTime = <length> Specifies how long it takes for the scroll to end. A positive value is an amount in tics, a negative value is an amount in seconds. Default time is 640.

TextScreen properties

The following properties are supported within a text screen sub-block:

Property Description
Position = <x>, <y> Defines the position of the text. Default is (-1, -1), which means to use the values specified in the GameInfo block.
Text = <line>[, [other line[, ...]] Use the specified text for the content of the text screen. An unlimited amount of parameters can be given, each will be its own line.
TextColor = <value> Specifies the color to use for the text. See the TEXTCOLO lump for more information about text colors. Default color is Untranslated.
TextDelay = <length> Specifies the delay to use when drawing the text. A positive value is the length in tic, a negative value is the length in seconds. Default delay is 10.
TextLump = <lump> Tells to use the given lump as the source of the text displayed by the text screen.
TextSpeed = <value> Specifies the speed at which the text is written on the screen. Default speed is 2.

Wiper properties

The following properties are supported within a wiper sub-block:

Property Description
WipeType = <type> Defines how the screen wipe proceeds. Possible types are Crossfade, Melt, Burn and Default (default).

Examples

Example of a cast sub block using the Nitrogolem from Heretic:

Cast
{
  CastClass = "MummyLeader"
  CastName = "Nitrogolem"
  AttackSound = "Missile", 1, "mummy/head"
  AttackSound = "Melee", 1, "mummy/attack2"
}