Fulltext results:
- thing
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn State =... 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
- #@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//... ssile is spawned. //missileId// must be a valid [[ded:Thing]] ID. #@Identifier_HTML~changeFlags~@# ( #@Arg_... position of the //self// thing. ; //type// : [[ded:Thing#ID|Thing definition ID]] of the dropped item. ; //force/... ng. #@Identifier_HTML~info~@# ( ) Returns the [[ded:Thing|definition]] of the thing. #@Identifier_HTML~mom~@# ( ) Returns the 3D mo
- ded
- ne [[#Syntax|syntax]] to define everything from [[ded:generator|Particle Generators]] to [[ded:Thing]]s, in an easy to edit [[http://en.wikipedia.org/... [:XG]]. | |:::| [[ded:state|State]] | | | |:::| [[ded:thing|Thing]] | | Defines map object (mobj) types. | ^ Scripts |||| |:::| [[ded:Finale]] | | See [[ded:infine_script_reference|InFine script reference]]. | ^ Audio |||| |:::| [[ded:m
- create_a_new_monster
- The Header and the Thing definition ====== First thing we need to do is create our new DED file. Create a new DED file called BarrelMonster.ded. Now open BarrelMonster.ded in your favorite text editor (I will be using notepad). I always like to
- create_a_light_thing
- TEP 1: Header and Thing definitions ===== First thing we need to do is create our new DED file. * Create a new DED file called LightThing.ded Now open LightThing.ded in your favorite text editor (I will be using notepad). I always like to incl
- model
- as "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 th... r height (in world space) to be equivalent to the thing's height as defined in the [[ded:Thing]] definition. ===== Materials ===== In [[version:2.0]], model materials are collections of tex... opy definitions. For example: <code> asset model.thing.ettin { material { @0 { d
- overview_of_resources_doomsday_1.x
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- use_deds_in_doom_builder
- ** button. This is where you can insert all your DED definitions and your XG line/sector classes. The first thing we are going to do is add the [[header]]. This is... y about that at the moment ( check out [[map_info_ded_]] for more information on this class ). * Ty... * [[http://www.doombuilder.com|DoomBuilder]] * [[ded|DED reference]] * [[xg|XG reference]]
- 1.9.0-beta1...4
- ms: Windows, Mac OS X, and Linux. * The first thing Windows users will notice is the new installer, p... tring containing a comment about this flag * [[ded]] reader: the "Copy"/"*" directive (used to initi... 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
- packages
- 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... iers|Asset identifiers]] for more details. ==== DED definitions ==== Packages can contain [[:DED]]
- 1.9.0-beta6
- 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... dded all [[value]]s currently available to values.ded * Armour collectables (not the armour bonus) n
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | fl... 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 a
- defs
- are used as indices in the ''states'' array of [[ded:thing|Thing definitions]]. The ''Defs.SDN_*'' constants are used as indices in the ''sounds'' array of [[ded:thing|Thing definitions]]. ===== Functions ===== The foll
- infine_script_reference
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co... 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
- audio
- UD sound effects. Use [[script:module:world#World.Thing|World.Thing.startSound()]] to play a sound originating from a [[ded:thing]]. #@Identifier_HTML~setAmbientSequence~@# ( #@Arg_HTML~Number,sequenceNumber~@#, #@Arg_HTML~A... a delay. | This function can be called from a [[ded:map_info_syntax#on_setup|Map Info "On setup"]] sc