Fulltext results:
- 1.9.0-beta6 @version
- bindings subsystem. Axis controls can be bound to player controls in the same way as keys. There is a stac... etween different world surfaces and objects. * Player's in-void status was not reset on map load. This led to HOM in the sky until the player moved, if said player was in the void at the end of the last map. * Algorithm used for determining the
- player_controls @devel
- ass uses the Left key for map panning. The "game" class uses the Left key also, but for turning the player to the left. If the automap class is active, the state of the Left key is associated with the automap class (it being the highest active one), and the turn c... sition) keeps track of the highest active binding class where the device state is being used. These assoc
- app @script:module
- Module) ====== Module that wraps the native App class. Derived classes like ClientApp may also augment ... # ( ) Returns an object representing the console player ([[script:module:App#app.player|App.Player]]). #@Identifier_HTML~gamePlugin~@# ( ) Returns the identifier of the currently loaded game
- jdoom_version_1_15_0-beta1_.4 @games
- atbob**' etc...). * New [[values]]: * **//Player|Green Armor Class//**: Armor class of the [[green_armor]] pickup. * **//Player|Blue Armor Class//**: Armor class of the [[blue_armor]] pickup. * **//Player|God Heal... /**: Armor given with [[idkfa]] cheat. * **//Player|IDFA Armor Class//**: Armor class given with [[idfa]] cheat. * **//Player|IDKFA Armor Class//**: Armor class given with [[idkfa]] cheat. * **//MegaSphere|Give|Healt
- triggers @xg
- at can be activated when shot as well as when the player "uses" it. Once triggered, a line's class //might// be executed depending on the line's "ev... If no trigger events are defined then the line's class can **ONLY** be triggered remotely (eg by a line using the [[xg:class:chain_sequence|Chain Sequence]]). ===== Event t... trigger event(s) and initial state within an Line Class definition use Flags e.g.: Flags = player_us
- bindings_1.8.6_and_1.9_betas @guide
- day]] uses the concept of event bindings to allow player input controls to be configured freely, to the us... runtime) used to typically control things such as player movement controls which must be responded to quic... (these events are tunneled directly to the game's player control [[responder]]).}} Binding Classes were i... tiple bindings per event but only one binding per class. Therefore the command/control that is executed w
- activation_requirement @xg
- "line can be activated N times"), activator type (player, missile, etc.) and any combination of keys posse... ed requirements for (De)activation within an Line Class definition use Flags2 eg: Flags2 = flaga | fla... tics". ==== key_1 ==== The activator must be a player who has key 1 (Doom: blue keycard, Heretic: yellow key). If the player doesn't have the key the message "You need a [key
- 1.9.0-beta6.9 @version
- new game is initiated using the default skill and player class. ===== New features ===== ==== Engine ====
- power @xg:class
- ====== Power (XG class) ====== Class = power Modifies the activator's [[power]] ([[armor]]) level. Only operates on players... lectromagnetic field could sap the power from the player's armor. Power class lines can only affect the activator of the line and the activator must be a player
- 1.9.0-beta6.8 @version
- * On Unix and Mac OS X, selecting the Random player class caused the game to crash. * "Disc of repulsion... r. ==== Common code library ==== * Adjusted player control bindings to match how the original games ... momentary wait where the game is running but the player's view is not drawn. ==== Doom ==== * Renam... aphic. * Using the [[ccmd]] "give" to give the player health; amount given will now take the player's h
- damage @xg:class
- 's floor chain to "call" an [[xg:line]] of damage class in order to deal damage to all THINGS in a sector (e.g., the damage a player receives when walking in lava). ===== Paramete... e { ID = 5006 Comment = "Give health when player uses" Flags = player_use Flags2 = when_act | any Class = damage Count = -1 Time = 1 Min Delta = -5 Ma
- infine_script_reference @ded
- een exited ([[:hexen]]). | | fighter| True if the player's class is [[:fighter]] ([[:hexen]]). | | cleric| True if the player's class is [[:cleric]] ([[:hexen]]). | | mage| True if the player's class is [[:mage]] ([[:hexen]]). | ; ''IFNOT'' (cond... xecution of the script and starts waiting for the player to press a key or a button. This command is not a
- none @xg:class
- ====== None (XG class) ====== <code>Class = none </code> This XG line class is a special case in that it does nothing (it has no action). The reas... ID = 5007 Comment = "Say hello to the player" Flags = player_cross Flags2 = when_a
- overview_of_resources_doomsday_1.x @modding
- lassNum)// is the number of the color translation class. This number is always zero in Doom and Heretic. In Hexen, it's the player's class (0=Fighter, 1=Cleric, 2=Mage). //tableNum// is the index number of the color translation table. ... mple: //playa1-table01-ck.png// would be the Doom player sprite frame A1 with color table 1. The //-ck// s... placing a music file into the //Music// resource class directory is enough. The file name must match the
- combination_lock @howto
- a simple door but in your own maps you could [[xg:class:build_stairs|build stairs]], [[xg:class:end_level|end the level]] etc...). In the process, we will disc... ing to create. ==== Requirements ==== * The player should be able to manipulate the switches of the ... d = 1000 Comment = "Combo Lock ON Switch" Class = none Flags = player_use Flags2 = when_a