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- reference @script
- ====== Doomsday Script reference guide ====== This article describes the Doomsday Script language and its role in [[:Doomsday 2]]. ===== Overview ===== Doomsday Script is a scripting language with features such as a c... el#timelines|3D model asset animation]]. Doomsday Script is not a compiled language and thus is not intend
- thing @ded
- it, yes'); return 'dormant'; "; The return value of the script determines what happens to the special thing afte... of these strings: ; "keep" : Do nothing — the script will likely run again on the next game tick. ; ... ence). Please note: * All features of Doomsday Script are available during this callback. * The speci... ound newlines with a single space. * The entire script is inside a DED string token, which means double
- miscellaneous @script:walkthrough
- Scopes ^ ^ -> ====== Miscellaneous ====== ===== Script return value ===== In certain circumstances, it is useful to return a value from the entire script itself, and not just from a function. For example, the argument to ''eval()'' is a script whose return value is returned to the caller. The script return value is the final evaluated expression of the script. if True
- core @script:module
- rns the current search path for imported Doomsday Script modules. The return value is an array: [ , /modules, /home/modules, /data... @# = 0 ) Starts a new animation from the current value to //target//. The transition to the new target value will take //span// seconds. If //delay// is not ze... ered to be included in //span// so increasing the value of //delay// does not change the transition span
- app @script:module
- entifier of the currently loaded game plugin. The return value is text, for instance for the Doom game plugin: ... eger~@# ( #@Arg_HTML~Number,id~@# ) Query the value of an internal engine variable. The //id// is one... @# ( #@Arg_HTML~Number,id~@#, #@Arg_HTML~Number,value~@# ) Sets the value of an internal engine variable. The //id// is one of the constants in the App mod
- basic_expressions @script:walkthrough
- e ''eval()'' function evaluates its argument as a script and returns the return value from it. The script gets runs in the same namespace where ''eval()'' was called. $ a = eval(""" 'arg'
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- game endings should loop forever [with NoSkip => script not stopped at end] * SDL: capslock behavior t... UNIT] * upon fatal error an attempt is made to return to ringzero [should simply shutdown; the implicit "unload" should not return to ringzero] * Game Menu|Hexen: character sele... e paramater block began. ==== InFine ==== * Script command 'notrigger' does not work, allowing the m
- detailed_list_of_changes_in_doomsday_version_1.12 @version
- Behavior of sector type 10 "close in 30 seconds" (return to original height). * **Hexen:** Player spawn... U. ===== {{tag|Hexen}} ===== * The default value of {{:var|msg-echo}} was corrected to 1. }} ===... ow used in various places to modify the values of script variables and cvars. * New widget: choice. All... items. * New widget: slider. Picks a numerical value within a range. * New widget: dialog. Modal or
- records @script:walkthrough
- s ====== Records are the foundation of Doomsday Script. Each namespace and module is a record, each obje... y still be referenced by variables in scripts. A script variable may own a record, or simply reference on... t-in functions ''members()'' and ''subrecords()'' return dictionaries containing the corresponding members... created or changed using ''[]''. However, the key value still has to be a text string that contains no pe
- 1.9.0-beta6.9 @version
- ing/playback is not functional. Demo support will return in a future release. * HOM is visible momentar... E. At most, twenty deferred [[actionscript|action script]] starts could be in affect at any given time. ... lly when using the sector lighting model. Default value for [[rend-light-wall-angle]] is now 1.2f as the