Fulltext results:
- ded
- ded:header|Header]] | | May be omitted. | |:::| [[ded:flag|Flag]] | | | |:::| [[ded:text|Text]] | | | |:::| [[ded:values|Values]] | | | ^ Game data |||| |:::| [[ded:episode|Episode]] | [[version:1.15]] | | |:::| [[de
- line_type_class
- type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the class to use. ===== Flag definitions ===== Definitions of the available ... flags are defined in Doomsday's standard [[flags.ded]]. <code> Flag { ID = "ltc_none"; } Flag { ID = "ltc_chain_sequence"; Value = 0x1; } Flag { ID = "ltc_
- thing
- a map editor, so there isn't any need to use this flag in a ded (the flag is present to allow a standard HeXen line type to enable and disable thing(s) being "dormant"... me. | | icedamage| | | Yes| If a missile has this flag attached, anything killed by it will turn into an... at it's origin. Some Hexen actions can turn this flag on and off in a things states. | ==== Flags3 =
- overview_of_resources_doomsday_1.x
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- syntax
- ====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp
- flag
- ====== Flag ====== General purpose flag definition. ===== Syntax ===== Flag { ID = ""; Value = 0; Info = ""; } ==== ID ==== Unique identifying name by which the flag will be known. ==== Value ==== **Unsigned** va
- 1.9.0-beta1...4
- : same as above for light [[decoration]]s. * [[flag]]:Info: text string containing a comment about this flag * [[ded]] reader: the "Copy"/"*" directive (used to initialize the current definition being read wi... print a list of the mobj ids + names (if set via DED) to the console. * unknown/[[missing_texture]]
- world
- ates //pos//. The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos//... ssile is spawned. //missileId// must be a valid [[ded:Thing]] ID. #@Identifier_HTML~changeFlags~@# ( ... position of the //self// thing. ; //type// : [[ded:Thing#ID|Thing definition ID]] of the dropped ite... ng. #@Identifier_HTML~info~@# ( ) Returns the [[ded:Thing|definition]] of the thing. #@Identifier_HT
- line_activation
- r|triggered]] by an //activator//, which is the [[ded:thing]] (map object; mobj). Events will activate ... ctive ==== The line is initially active. If this flag is not set, the line is inactive after the map ha... ctivated and deactivated from both sides. If this flag is not used, only the events that deal with the f... = override_any ==== If the line has the [[boom]] flag 'Any Trigger', it is ignored by default when test
- flags_reference
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for furt... ndered with 33% (?) translucency. When using this flag the value of the "Transparent" key is ignored. =
- 1.9.0-beta5
- f frames in wall/texture animations defined via [[ded]] [[group]] definitions. The previous limit was 6... == * Added MF3_NOINFIGHT: [[mobj]]s give this flag cannot be in-fought with by any other [[mobj]]s. * [[state]] flag "statef_fullbright": if set, a [[mobj]] in this state is rendered full-bright. * [[state]] flag "statef_noautolight": if set, a [[mobj]] in this
- detailed_list_of_changes_in_doomsday_version_1.9.9
- Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "flag". * Auto-loading of DEH patches in PK3 contain... p start. * Automap: Bug "Automap - secret line flag and door glows." * Automap: Polyobj lines are ... FSAA mode (removes flicker during startup). * DED: log a warning about unknown Blendmodes. * DeH
- particle_generator_examples
- les ====== This articles contains a number of [[ded:generator|particle generator definition]] examples. (The syntax of these DED examples is not the most exemplary. The Stages in... work. Notice that it makes use of the **density** flag to produce an even distribution of particles in 1... 8x128 blocks rather than per sector. Without this flag particles would "bunch up" in small sectors. Also
- sector_type
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a gener... vated, accordingly. **Note:** Both versions of a flag **cannot** be used at once by the same chain. ^ ... sent. | | missile| Mobjs that have the MF_MISSILE flag cause a chain event to be sent. | | monster| Mobjs that have the MF_COUNTKILL flag cause a chain event to be sent. | | other| Non-pl
- 1.9.0-beta6
- bmodels four and above. * [[line_type]] iparam flag fields read incorrectly. ==== Console ==== *... dded all [[value]]s currently available to values.ded * Armour collectables (not the armour bonus) n... for every map, each time directly in a [[map_info_ded_]] definition, instead; use a Sky definition, giv