Fulltext results:
- 1.9.0-beta6 @version
- mage actually inflicted. * After map load, the player's ready weapon would lower and then raise again. * The Mage's... apons (e.g., "give w1k2" will give to the console player weapon 1 and key 2). Health can also be given (e.g., "gi... eapons (e.g. "give w1k2" will give to the console player weapon 1 and key 2). * Added [[server-game-coop-nodam... to give individual ammos, keys and weapons (e.g. "give w1k2" will give to the console player weapon 1 and key 2).
- app @script:module
- d of ammo according to the "per shot" ammo of the player's current weapon. #@Identifier_HTML~thing~@# ( ) Returns the player mobj as a [[script:module:world#worldthing|World.Th
- player_controls @devel
- situation. For instance, the server will execute player actions (such as firing a weapon or opening a door) at the coordinates which the c... gical control, say "turn" (which dictates how the player look direction changes around the Z axis), it will receive both the current velocity of the logical control (in logical units... the absolute axis needs to be multiplied with the current elapsed time, whereas relative axes need no such ... on. Logical controls are applied to two kinds of player properties: * Absolute: for example, the view
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- customization in mods. * Sequential cycling of player weapons using next/prev until the current weapon is fully lowered (for example, if the player owns... em to the Weapons option menu. Added [[:cvar]] [[:player-weapon-cycle-sequential]] (on by default). ===== Commo
- jdoom_version_1_15_0-beta1_.4 @games
- ive]]: number (0-NUMWEAPONS) = give an individual weapon (as if found), f = give the player the power of flight. * Changed: [[ccmd]] [[rev... kes the player look upwards when killed. * [[player-weapon-nextmode]]: Use custom order for next/previous weapon cycle. ===== HUD ===== * Added new fullscre... tatusbar**: The status bar is drawn on top of the player view (instead of underneath it) positioned centra
- 1.9.0-beta6.9 @version
- ering a map after having left a previous one, the player's HUD weapon would be visible briefly before raising from the ... Climbing a step into a teleporter results in the player squating briefly after teleportation. * "Gener... e correct behavior: using the chainsaw causes the player to move toward the target. While sawing, the player is unable to back away. http://sourceforge.net/tracke
- 1.9.0-beta6.8 @version
- world.com/idgames/index.php?id=2803 * When the player teleports the current view was not instantly updated due to smoothing, ... atid=542099 ==== Common code library ==== * Player view/weapon bobbing was twice as strong as it should be. http... id=74815&atid=542099 * "Heretic and HeXen: hud weapon graphics set too low". http://sourceforge.net/tra... 5&atid=542099 * Upon spawning into the map the player's viewheight would be set at zero. === Automap
- bindings_1.8.6_and_1.9_betas @guide
- {{notice|Obsolete|See [[bindings]] for the current behavior.}} [[doomsday]] 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
- detailed_list_of_changes_in_doomsday_version_1.14 @version
- ow. * Removed invalid console variables (like "player-weapon-order8" in Heretic). ==== Renderer ==== * ... ayer menu providing an easy method of leaving the current server and displaying connection info. * State... mes now utilize an internal savegame for tracking player progress. * Recover from a failed savegame loa... ta is only extracted when needed by the UI or the current game. * Automatic, background conversion of ol
- gl2_model_renderer @modding
- ng 3D models with a ''model.thing.*'' asset. * Player weapons (psprites) use the ''model.weapon.*'' assets. * //TODO//: other kinds of model a... ular state. ==== Version 2.0 ==== * ''model.weapon.*'' for player weapons (psprites). * Animation sequence loopi
- using_blender_to_create_a_model_for_doomsday @modding
- he sequence won't load ==== orientation ==== **player weapon model** //The below settings have the player weapon model facing away from the play (what we want)// <code> fr... a" while selecting an object can fix(will set the current object scale as it is, to zero without scaling it
- 2.2 @version
- an enemy’s attack. **Separate FOV for rendering player weapons.** The FOV angle for weapon 3D models is now separate from the rest of the view. This alleviates issues with weapon models not being drawn as the author intended, si
- flags_reference @ded
- from the ID number of the object is added to the current frame index of the object. Frame range must also ... groups ===== ==== hud ==== (Value = 0x2) ==== player ==== (Value = 0x4) ==== monster ==== (Value = 0x8) ==== weapon ==== (Value = 0x10) ==== ammo ==== (Value = 0x