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- 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... o connect to a server but the client is unable to move. ==== Audio ==== The audio plugin system is n... 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
- plane_move @xg:class
- tor type ID number.</ul></html> | | Fp0| | Float| Move speed as units per (35 Hz) tic. A speed of 2 will move the plane 70 units per second. | | Fp1| | Float| Move speed while crushing, as units per tic. | | Fp2| | Float| Offset to destination height. Positive values move the destination upwards. | | Fp3| | Float| Move sound minimum interval, in seconds. | | Fp4| | Float| M
- player_controls @devel
- ====== Player controls ====== This article describes the system of how input events are used for control... sday is using. ===== Motivation ===== Why are player controls being reworked? * Engine-side control... model where there is no separation between single-player and multiplayer, and ticcmds are no longer used. ... ngine-side) configuration of input device axes to player controls. ===== How players are controlled? ===
- infine_script_reference @ded
- s in which the object moves upward one pixel. If (speed) is zero, the scrolling is stopped. At the speed of 1, the object will move upwards 35 pixels per second. That is the fastest speed you can achieve using this command. Note that you... 'Rate'' (text-id) (rate-tics) : Set the typing speed of the specified text object. The typing rate is ... typed at 35 characters per second. At rate 2 the speed would be 17 characters per second, and so on. 35
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- singleplayer also. * Changed maximum movement speed for camera players, allowing them to move almost twice as fast as non-camera players when r... not [[:cvar]] [[:hud-keys-combine]] (e.g., if the player owns both the Blue Keycard and the Blue Skull the... customization in mods. * Sequential cycling of player weapons using next/prev until the current weapon is fully lowered (for example, if the player owns weapons one through four and four is current
- 1.9.0-beta6.9 @version
- e correct behavior: using the chainsaw causes the player to move toward the target. While sawing, the player is un... correct behavior: using the gauntlets causes the player to move toward the target. The player is unable to back away. http://sourceforge.net/tracker/index.php?func=detai... e correct behavior: when morphed to a chicken the player jumps occasionally and the view randomly twitches
- build_stairs @xg:class
- will play its own sound! | | Fp0| | float| Build speed (units per tic). The first step will move to its destination height using this speed. A speed of 2 would move the step 70 units per second. | | Fp1| | float| Step height. ... float| Build speed delta per step. The step build speed will be modified with this value before starting to move each step (except the first one). Both positive a... ===== Line Type { ID = 5020 Flags = player_cross Flags2 = when_act | any Class = bui
- generator_syntax @ded
- mobjs involved in the operation, so that positive speed values will make the particles move away from the inflictor (in the direction of the ... for lava, water, etc..., special effects. | ==== Speed ==== Initial speed for new particles. ==== Speed Rnd ==== Randomness of initial particle speed [0..1]: * 0 = Not rando
- sector_type @ded
- the appearance that the floor is moving and will move the player with it. ===== See also ===== * [[xg:sector
- thing @ded
- n Time = 0 Pain Chance = 0 Spawn Health = 0 Speed = 0.0 Radius = 0.0 Height = 0.0 Mass = 0 ... e played every time the thing tries to attack the player in melee. ==== Reaction Time ==== A forced del... how long a bad guy will take to first attack the player after being alerted. Note that this is canceled o... anish if it doesn't have any death states. ==== Speed ==== How far a thing moves in the game world dur
- using_blender_to_create_a_model_for_doomsday @modding
- out missing animation ===== Calculating "thing" speed ===== Objects.ded from libdoom.pk3 said <code>ID = "SERGEANT" Speed = 10;</code> And another string said <code>ID = "... scale. Now you can animate Demon model to have a speed of ???175??? Blender's metric units per second. Y... t do this while the model mesh is selected!) - Move the timeline in the //dope sheet editor window//
- examples @xg
- ==== <code> Line Type { ID = 5070 Flags = player_use Flags2 = when_act | any Class = wall_te... _FACE1" } </code> The line can be activated with player Use events. Game mode and skill level have no eff... icker Flags2 = when_act | any Class = plane_move Type = timed_off Count = 1 Time = 1 T... Ticker tics = 5 Texmove angle = 90 Texmove speed = 1 Ip0 = "lpref_my_floor" Ip2 = "spref_low