Fulltext results:
- thing @ded
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn St... ee/Pain... State ==== A [[state]] defines what a thing will be doing and looks like at any given time in... kup things will usually only have spawn states. A thing must have at least one spawn state or it will be
- world @script:module
- type //thingId// and returns an array of [[#World.Thing]] references. #@Identifier_HTML~spawnThing~@# (... #@Arg_HTML~Number,flags~@# = 0 ) Spawns a new thing at the specified coordinates //pos//. The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos// can b... in 2D or 3D: * [350, -1000] would place the new thing on the floor at X=350, Y=-1000. * [350, -1000,
- create_a_light_thing @howto
- ====== How to create a Light Thing ====== For this HOW TO, I'm going to guide you through the process of creating a new placeable Light Thing for use in your wads. Doomsday offers many ways t... or that). So what are the qualities of the light thing we are going to create? * It will be spawned ... , etc, etc... Also because we have created a NEW Thing it becomes entirely possible to create interactiv
- create_a_new_monster @howto
- Doomsday. A mobj in Doomsday is defined with a [[thing|thing definition]] and one or more [[state|states]]. The below will explain how to use these to create ... WAD editor capable of editing the ID number of a THING, I will be using DoomBuilder but there are many o... = Designing the Barrel Monster ====== The first thing we need to do is to decide exactly how our new mo
- model @assets
- odels]]. ===== Models representing things (model.thing.*) ===== Example: asset model.thing.possessed { path = "possessed.md5mesh" } This asset defin... "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". The thing type must be one of the thing types defined in the lo
- map_object_reference @xg
- ]| All floor planes in the map. | | [[.refs:lpref_thing_exist_floors|thing_exist_floors]]| All floor planes of all sectors which currently have at least one of a mobj type within them. | | [[.refs:lpref_thing_noexist_floors|thing_noexist_floors]]| All floor planes of all sectors which currently do not have any o
- scripting_with_stateanimator @assets
- rsed. For example, in a model asset called "model.thing.misc3", it could look like this:<code> script { record model.thing.misc3 () def onStateChange (animator, sta... the file could look like this:<code>record model.thing.misc3 () def onStateChange (animator, state) ... xt string with the asset identifier (e.g., "model.thing.possessed"). | | ''<nowiki>__asset__</nowiki>''|
- 1.9.0-beta1...4 @version
- ms: Windows, Mac OS X, and Linux. * The first thing Windows users will notice is the new installer, p... th the values of the last) can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions. * [[thing]]:Flags2 'mf2_radiusattacknomaxz': z dimension is... back_floor * lpref_back_ceiling * lpref_thing_exist_floors * lpref_thing_exist_ceilings
- state @ded
- Action ==== The action to be performed when a [[thing]] enters this state. Each game plugin defines its... string are parsed as a script and executed when a thing or psprite enters the state. Variables available in the script: * //self// refers to the thing itself, or the player mobj in case of a psprite action ([[script:module:world#worldthing|World.Thing]]) * //player// refers to the current player ([
- 1.9.0-beta6 @version
- h zero [[things]]. In this instance, a new player thing will be added to the map, located at [0, 0] on th... exture]]s similarly to [[sprite]]s. * Changed, thing shadows are no longer drawn if the world is being drawn fully bright. * Changed, thing shadows are no longer drawn if the surface they w... ecial" lead to a "P_SpecialThing:Unknown gettable thing" critical error. Unknown items are now removed fr
- developer_guidelines @devel
- e scope: <code c++> class Something : public Thing { public: // Implementation ... Something(string param) : Thing(param) { // Do things ... ope block immediately proceeding the case (''case THING: {''), or following the case statement. ==== Fl... // some code up here if (!thing1) return; if (!thing2) return; if
- activation_requirement @xg
- tain type with health > 0 at the time of testing. Thing type is specified using the **Thing type** flag eg: Thing type = POSSESSED ==== no_other_use_secret ==== Only players can activate this ... an only be activated by THINGS of a certain type. Thing type is specified using the **Thing type** flag e
- infine_script_reference @ded
- nd one, one being the maximum. ; ''SeeSound'' (thing-type) : Play the "see" sound of the given thing. There must be a [[:thing]] definition with a matching ID. ; ''DieSound'' (thing-type) : Play the "death" sound of the given th
- packages @fs
- odel]] that the renderer would use to represent a thing of a particular type. Package assets are a gener... definition could look like this: asset model.thing.possessed { path = "boblampclean.md5mesh" ... defining an asset. The asset identifier (''model.thing.possessed'') is used to declare what kind of asse... (//skyjake.coolstuff.mypackage//). The important thing is that it is unique, and it identifies you unamb
- jdoom_version_1_15_0-beta1_.4 @games
- awned using the [[mobj_name]] (as defined via a [[thing]] definition). ====== New features ====== * ... Editing ===== * Support added for [[boom]] [[thing]] flags: * **Not Deathmatch**: Thing will only be spawned if **not** playing a deathmatch game mode. * **Not Coop**: Thing will only be spawned if **not** playing a co-oper