Fulltext results:
- functions @script:walkthrough
- def func5(a, b, c) Default values can be included. def func5(a, b='default', c=100) When calli... st have values. Argument names can always be included in the function call, regardless of whether they ... return rec end # The following should be avoided: a = do_init(Record()) # returns null ref! <n
- world @script:module
- ates //pos//. The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos//... #@Identifier_HTML~angle~@# ( ) (Availability: added in [[version:2.3.2]]) Returns the angle of the t... ssile is spawned. //missileId// must be a valid [[ded:Thing]] ID. #@Identifier_HTML~changeFlags~@# ( ... position of the //self// thing. ; //type// : [[ded:Thing#ID|Thing definition ID]] of the dropped ite
- defs @script:module
- e provides access to the definitions read from [[:DED]] files. <code> $ dir(Defs) ⇒ [ SDN_ACTIVE, SDN_... re stored in the order they were read from the [[:DED]] files. The order is meaningful because generall... are used as indices in the ''states'' array of [[ded:thing|Thing definitions]]. The ''Defs.SDN_*'' co... are used as indices in the ''sounds'' array of [[ded:thing|Thing definitions]]. ===== Functions ===
- app @script:module
- # ( ) Returns the identifier of the currently loaded game plugin. The return value is text, for instan... te that this is also called when the game is unloaded. The ID of the loaded game mode is provided as an argument to the functions. def gameHasChanged(newGame) print "Gam
- audio @script:module
- itter object. //sound// must be a valid ID of a [[ded:sound|Sound definition]]. //volume// is the volum... artSound()]] to play a sound originating from a [[ded:thing]]. #@Identifier_HTML~setAmbientSequence~@... a delay. | This function can be called from a [[ded:map_info_syntax#on_setup|Map Info "On setup"]] sc
- reference
- t is not a compiled language and thus is not intended for high-performance or time-critical tasks. Game... script:module:defs#lookups|Accessing currently loaded DEDs via the Defs module]] * **Files:** * Reading/writing files and folders using File objects ... layer|Earthquake effect]] * **Things:** * [[ded:state#action|State action function]] * [[.mod
- input @script:module
- Creates an [[guide:event binding]] for the provided event. Whenever the event is received, the specif
- language
- y ; [[.module:Defs]] : definitions read from [[:DED]] files ; [[.module:DisplayMode]] : information
- statements_and_compounds @script:walkthrough
- ith a colon '':''. if True: print 'No "end" needed here' The keyword ''pass'' can be used in place
- operator_expressions @script:walkthrough
- [ 5, 6 ] An optional third parameter can be provided to specify the step size within the slice range.
- game @script:module
- == Game (Module) ====== When a game plugin is loaded, its script bindings are added to the Game module. ===== Functions ===== #@Identifier_HTML~setMessag
- core @script:module
- ules, /data/net.dengine.client.pack/modules ] Loaded packages can add paths here using ''importPath'' ... , however the delay time is considered to be included in //span// so increasing the value of //delay// ... ue//. The current value of the animation is discarded before starting the animation. The transition wil
- gui @script:module
- Returns a version of //path// where "@2x" is appended to the end if ''DisplayMode.PIXEL_RATIO'' is 2 (a