Fulltext results:
- ded
- | |:::| [[ded:map_info|Map Info]] | | | |:::| [[ded:line_type|Line Type]] | | Used in [[:XG]]. | |:::| [[ded:sector_type|Sector Type]] | | Used in [[:XG]]. | |:::| [[ded:state|State]] | | | |:::| [[ded:thing|Thing]] | | Defines map object (mobj) types. | ^ Scripts |||| |:
- particle_generator_examples
- wn Rnd = 0.3 Presim = 175 Stage { Type = line Tics = 30000 Color = { .6, .6, .6... Flags = stagetouch } Stage { Type = line Tics = 30 Color = { .6, .6, .6, 1... = 0.9 Resistance = 0.3 } Stage { Type = line Tics = 2 Color = { .6, .6, .6, 0}... 3; Color { 1 .4 .3 .5 }; }; Stage { Type = "pt_line"; Flags = "ptf_bright ptf_dietouch"; Tics
- line_activation
- ate inactive lines and deactivate active ones. A line type can specify several [[activation requirements]] t... be met for the activation or deactivation of the line to succeed. These include. for instance the event type, a [[xg:line_counter|counter]] (as in "line can be activated N times"), activator type (player, missile, etc.) and any combination of keys possessed by the activator. Many thin... ===== Activation types ===== The //activation type// of a line specifies the basic behavioral type for the line. They are specified using the "Type" parameter e.
- 1.9.0-beta1...4
- ast) can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions. * [[thing]]:Flags2 'mf2_radiusa... efault color for messages. ==== XG ==== * [[line_type]]: [[xg_line_type]] definitions now have [[xg_altername_name|altern... e types are printed by name instead of ID. * [[line_type]]:Act type: Set line type on activation * [[line_type]]:Deact type: Set line type on deactivation * Flag 'ltf2_override_any': override [[boom]] 'Any Trigger
- line_type
- ====== Line Type (XG, DED) ====== A //Line Type// defines the behavior of a [[modding:line|map line]], i.e., a wall in the map. Lin... ow to use line types. ===== Example ===== An XG Line Type definition begins like this: <code>Line Type { ID = 5000; # A unique ID number. </code> This unique ID
- use_deds_in_doom_builder
- ** button. This is where you can insert all your DED definitions and your XG line/sector classes. The first thing we are going to d... ed_]] for more information on this class ). * Type the following starting on a new line: Map Info { ID = "MAP01" Name = ... [[xg|XG reference]] for more information on [[xg_line_type|XG Line]] and [[xg_sector_type|Sector]] types). * Type the following starting on a new line: Sector Type { # My Red Light. ID = 8000 Red fn = "z"
- 1.9.0-beta6
- === Definitions ==== * Memory allocated for [[line_type]] definitions was not being released on exit, cau... ninitialized for submodels four and above. * [[line_type]] iparam flag fields read incorrectly. ==== Con... * If a map number is not set in an XG end_level line type the exit would take the player to the first map (... _id=74815). * Giving armour using the XG power line type would only work as expected if the player had alr
- 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
- create_a_new_monster
- place it in our level so remember it for latter. Type the following starting on a new line: <code> #-------------------------------------... don't have to repeatedly enter the same values. Type the following starting on a new line: <code> #-------------------------------------... Action? into States it's not supposed to be in. Type the following starting on a new line: <code> State { ID = "BAR_EXP" Sprit... l Monsters in our level. Save your BarrelMonster.ded Close your text editor. ====== STEP 3: Placing
- syntax
- Comments ===== There are two kinds of comment in DED; single-line and multi-line. Single line comments begin with **#** and conti... re definition statements which apply to a named [[ded#Definition_types|definition type]]. Syntax example: <attribute> definitiontype ... s|Copy]]| Use the previous definition of the same type as a base. | | [[altering_and_copying_definitions... et (taken from //libdoom.pk3:defs/doom1/materials.ded//) serves as good example of what a //.DED// file
- create_a_light_thing
- it in our level so remember it for latter. * Type the following starting on a new line: #----------------------------------------... st there to allow us to animate our light. * Type the following starting on a new line: #----------------------------------------... ng paramaters from the previous definition. * Type the following starting on a new line: #----------------------------------------... this HOW TO I am going to go for option B. * Type the following starting on a new line: #----------------------------------------
- line_type_class
- type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the class to use. ===== F... ID = "ltc_power"; Value = 0x5; } Flag { ID = "ltc_line_type"; Value = 0x6; } Flag { ID = "ltc_sector_type"; Value = 0x7; } Flag { ID = "ltc_sector_light"; Value = ... D = "ltc_sound"; Value = 0x14; } Flag { ID = "ltc_line_count"; Value = 0xC; } Flag { ID = "ltc_end_level
- sector_type
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a generalized... e { ID = 5002; Comment = "Immediately trigger line type 6101"; Ticker chain = 6101; Ticker chain coun... event be will sent once, immediately, to the [[xg:line type]] 6101. ==== Water current ==== <code> Sector Type { ID = 5001; Comment = "Scroll along tag 9999
- combination_lock
- hat we will be chaining together multiple XG [[xg:line_type|line types]] to create a re-usable lock mechanism... ===== /writeme ==== Definitions ==== <code> Line Type { Id = 1000 Comment = "Combo Lock ON Swit... ound = "swtchn" Act tag = 1 } </code> <code> Line Type { Id = 1001 Comment = "Combo Lock OFF Sw... is that linetype. ==== Definition ==== <code> Line Type { Id = 32767 Comment = "Combination vali
- sector_type
- tionality. Note that [[sector chain]]s refer to [[line type]]s, so anything that can be achieved with line ty... ings touching its floor, you would set the sector type's floor chain to a [[xg:class:damage|line type that deals damage]]. ===== Physics ===== ... ==== Properties ===== The properties of XG sector types are documented in the [[ded:sector_type|Sector Type]] definition.