Fulltext results:
- world @script:module
- ates //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~@# ( ... position of the //self// thing. ; //type// : [[ded:Thing#ID|Thing definition ID]] of the dropped ite... ng. #@Identifier_HTML~info~@# ( ) Returns the [[ded:Thing|definition]] of the thing. #@Identifier_HT
- 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 ===
- sound @ded
- ====== Sound (DED) ====== A **Sound** definition is used to define the presence and in-game playback c
- app @script:module
- d by the State definitions in Heretic's **objects.ded**. #@Identifier_HTML~setLocalQuake~@# ( #@Arg
- 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 @script
- layer|Earthquake effect]] * **Things:** * [[ded:state#action|State action function]] * [[.mod... module:World#worldthing|Change momentum]] * [[ded:thing#on_touch|"On touch" and "On death" scripts]
- thing @ded
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = ""... or, so there isn't any need to use this flag in a ded (the flag is present to allow a standard HeXen li... sed like this at the end of each line because the DED parser replaces whitespace around newlines with a single space. * The entire script is inside a DED string token, which means double quotes need to e
- model @assets
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representin... as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... wand") are defined by the game plugins in their [[ded:Values]] definitions ("Weapon Info" section). Yo... ivalent to the thing's height as defined in the [[ded:Thing]] definition. ===== Materials ===== In
- sidebar
- * [[fs:packages|Packages]] * [[Assets]] * [[ded|DED reference]] * [[xg:reference_guide|XG reference]] * [[script:reference|Scripting]] **Developm
- addon_box @fs
- ght comprise two required [[PK3]]s, an optional [[DED]], and one [[WAD]] file. The only restriction is
- pk3 @fs
- em in your desktop or documents, so if you have a ded for jDoom, you would make folders called "Defs\jD... tructure should be like: "Defs\jDoom\Auto\yourded.ded" for wads its: "Data\jDoom\Auto\yourwad.wad". Do
- addon_format @modding
- ([[modding:lmp]]) ==== Definitions ==== * [[:ded]] * [[:deh]] * [[:info]] (metadata) * [[
- 2.2 @version
- y introduced scripting use cases are mobj state [[ded:state#action|action functions]] that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run w... able menu labels, enhanced intermission screen, [[ded:values_for_heretic|Values]] for ammo per shot, su... for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not b
- overview_of_resources_doomsday_1.x @modding
- 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