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Headlines
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USDQC Friday Night Survival #273 - Going Down: Turbo
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ZServ 1.10.25 - Update Hotfix #1
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ZDaemon 1.10.25 released
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Daylight Saving Time - Outgoing (2024)
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:: Stay Kawaii - A Frag-Short by Ch0wW ::
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Windows 10 -> 11 - ZDaemon Client has no sound (Re-published)
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ZDaemon Dehacked Thing Flags
SPECIAL: Calls P_SpecialThing when touched
SOLID
SHOOTABLE: mobj can be shot at
NOSECTOR: Don't use the sector links (invisible but touchable)
NOBLOCKMAP: Don't use the blocklinks (inert but displayable)
AMBUSH: Not activated by sound; deaf monster
JUSTHIT: Try to attack right back
JUSTATTACKED: Take at least one step before attacking
SPAWNCEILING: Hang from ceiling instead of floor
NOGRAVITY: Don't apply gravity every tic
DROPOFF: Allow jumps from high places
PICKUP: For players to pick up items
NOCLIP: Player cheat
FLOAT: Allow moves to any height, no gravity
TELEPORT: Don't cross lines or look at heights
MISSILE: Don't hit same species, explode on block
DROPPED: Dropped by a demon, not level spawned
SHADOW: Actor is hard for monsters to see
NOBLOOD: Don't bleed when shot (use puff)
CORPSE: Don't stop moving halfway off a step
INFLOAT: Floating to a height for a move, don't auto float to target's height
COUNTKILL: Count towards intermission kill total
COUNTITEM: Count towards intermission item total
SKULLFLY: Skull in flight
NOTDMATCH: Don't spawn in death match (key cards)
INTEAMMODES: Spawn in team modes (key cards/skull keys)
FRIENDLY: Friendly monsters
UNMORPHED: Actor is the unmorphed version of something else
FALLING
STEALTH: Andy Baker's stealth monsters
ICECORPSE: A frozen corpse (for blasting)
LOGRAV: Alternate gravity setting
WINDTHRUST: Gets pushed around by the wind specials
BLASTED: Missile will pass through ghosts
FLY: Fly mode is active
FLOORCLIP: If feet are allowed to be clipped
SPAWNFLOAT: Spawn random float z
NOTELEPORT: Does not teleport
RIP: Missile rips through solid targets
PUSHABLE: Can be pushed by other moving mobjs
CANSLIDE: Slides against walls
ONMOBJ: mobj is resting on top of another mobj
PASSMOBJ: Enable z block checking. Allows the mobj to pass over/under other mobjs.
CANNOTPUSH: Cannot push other pushable mobjs
THRUGHOST: Missile will pass through ghosts
BOSS: mobj is a major boss
FIREDAMAGE: Does fire damage
NODMGTHRUST: Does not thrust target when damaging
TELESTOMP: mobj can stomp another
FLOATBOB: Use float bobbing z movement
IMPACT: An MF_MISSILE mobj can activate SPAC_IMPACT
PUSHWALL: mobj can push walls
MCROSS: Can activate monster cross lines
PCROSS: Can activate projectile cross lines
CANTLEAVEFLOORPIC: Stay within a certain floor type
NONSHOOTABLE: mobj is totally non-shootable, but still considered solid
INVULNERABLE: mobj is invulnerable
DORMANT: Thing is dormant
ICEDAMAGE: Does ice damage
SEEKERMISSILE: Is a seeker (for reflection)
REFLECTIVE: Reflects missiles
HERETICBOUNCE: Missile will only bounce off the floor once and then enter its death state. It does not bounce off walls at all.
HEXENBOUNCE: Missile bounces off of walls and floors indefinitely.
DOOMBOUNCE: Like Hexen, but the bounce turns off if its vertical velocity is too low.
FLOORBOUNCE: Synonym for DOOMBOUNCE
BOUNCES: Synonym for HERETICBOUNCE
TRANSLATION: BOOM compatibility: gray/red
UNUSED1: BOOM compatibility: brown/red
TRANSLATION1: gray/red
TRANSLATION2: brown/red
UNUSED2: BOOM compatibility
UNUSED3: BOOM compatibility
UNUSED4: BOOM compatibility
TRANSLUC25
TRANSLUC50
TRANSLUCENT: BOOM compatibility (default 66%)
TRANSLUC75
DONTDRAW
FLOORHUGGER: Missile stays on floor
CEILINGHUGGER: Missile stays on ceiling
NORADIUSDMG: Actor does not take radius damage
GHOST: Actor is a ghost
ALWAYSPUFF: Puff always appears, even when hit nothing
FULLVOLDEATH: Death sound is played at full volume
DONTSPLASH: Thing doesn't make a splash
NOSIGHTCHECK: Go after first acceptable target without checking sight
DONTOVERLAP: Don't pass over/under other things with this bit set
DONTMORPH: Immune to arti_egg
DONTSQUASH: Death ball can't squash this actor
FULLVOLACTIVE: Active sound is played at full volume
CLERICINVUL: Player who has the Cleric's invulnerability behavior
SKYEXPLODE: Explode missile when hitting sky
STAYMORPHED: Monster cannot unmorph
DONTBLAST: Actor cannot be pushed by blasting
CANBLAST: Actor is not a monster but can be blasted
NOTARGET: This actor not targetted when it hurts something else
DONTGIB: Don't gib this corpse
NOBLOCKMONST: Can cross ML_BLOCKMONSTERS lines
HUNTPLAYERS: Used with TIDtoHate, means to hate players too
CANBOUNCEWATER: Missile can bounce on water
NOWALLBOUNCESND: Don't make noise when bouncing off a wall
FOILINVUL: Actor can hurt MF2_INVULNERABLE things
NOTELEOTHER: Monster is unaffected by teleport other artifact
BLOODLESSIMPACT: Projectile does not leave blood
NOEXPLODEFLOOR: Missile stops at floor instead of exploding
PUFFONACTORS: Puff appears even when hit actors
ISMONSTER: Actor is a monster
NOHATEPLAYERS: Ignore player attacks
QUICKTORETALIATE: Always switch targets when hurt
NOICEDEATH: Actor never enters an ice death, not even the generic one
BOSSDEATH: A_FreezeDeathChunks calls A_BossDeath
RANDOMIZE: Missile has random initial tic count
NOSKIN: Player cannot use skins
FIXMAPTHINGPOS: Fix this actor's position when spawned as a map thing
ACTLIKEBRIDGE: Pickups can "stand" on this actor
STRIFEDAMAGE: Strife projectiles only do up to 4x damage, not 8x
LOOKALLAROUND: Monster has eyes in the back of its head
STANDSTILL: Monster should not chase targets unless attacked?
SERVERONLY: Object spawns only server side: the clients will not be instructed to spawn it.
NOINFIGHTING: This actor doesn't switch target when it's hurt
FULLDROP: Uses MF_DROPPED to not respawn, but should still give full ammo.
SCREENSEEKER: Fails the IsOkayToAttack test if potential target is outside player FOV
NOTARGETSWITCH: Monster never switches target until current one is dead
BLOODSPLATTER: Produces blood splatter when damaged
SYNCMOVEMENT: Moves idiosynchratically; the server should always send its position
NOSPEEDCHECK: Don't kill such missiles if they don't move
CLIENTSIDE: Ignore flag, wont send via net.
CLIENTSIDEONLY: Synonym of CLIENTSIDE
SUMMONEDMONSTER: To mark the friendly Minotaur. Hopefully to be generalized later.
HEIGHTTOUCH: Proper test for vertical overlap
CHASEGOAL: Walks to goal instead of target if a valid goal is set.
TOUCHY: Dies when solids touch it.
ZD_OLDBFGBOUNCE: OLDBFG - Bounce off ceilings and floors indefinitely, does not bounce off walls at all.
VISIBILITYPULSE: Pulsing effect
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