Fulltext results:
- generator_syntax
- ction. Random components of the given value are added to [[#Vector]]. For example, if Vector Rnd is 2, a random vector with components ranging from -2 to 2 is added to Vector. ==== Init Vector Rnd ==== One-time ran... an have, or the maximum density of particles per 128x128 block (with flat triggered generators using the density flag). ==== Spawn Rate ==== Number of
- flags_reference
- s in this group. ==== first_only ==== (Value = 0x2) ===== Sounds ===== ==== shift ==== (Value = 0x1) ==== shift2 ==== (Value = 0x2) ==== exclude ==== (Value = 0x4) ==== nodist =... === (Value = 0x10) ==== dontstop ==== (Value = 0x20) ===== Decorations ===== ==== noiwad ==== (... d with IWAD resources. ==== pwad ==== (Value = 0x2) Allow using decoration with PWAD resources. ==
- model
- : : : : 3rd defn: S2, Inter=0.5, Interpolate {-0.333 0.333} : : : 2nd defn: S2, Inter=0, Interpolate {0.666 1.333} : 1st definition: S1, Inter=0, Interpolate {0 0.... ) and 3rd definition's Interpolate start marker (-0.333). This is needed because the 2nd definition only extends from Inter=0 to Inter=0.5, but we want that at Inter=0.5 the interpolation visually reaches its end (frame 1 e
- sector_type_syntax
- g as map units per game tic (35 Hz). The speed of 2 would scroll the texture 70 units per second. ==== Ceiling texmove angle ==... g as map units per game tic (35 Hz). The speed of 2 would scroll the texture 70 units per second. ==== Wind angle ==== Direct... l wind speed. The unit for wind speed is units/tic2 (see Wind). ==== Vertical wind ==== Vertical ... ifts things upward, negative one pushes them down. The unit for wind speed is units/tic2 (see Wind).
- material_syntax
- (1.10 →) ==== {{ file:doom_light_decorations.jpg?235x0}} Up to 16 light decorations can be attached to t... ight in world space. ; Levels : Two integers (0-255) that mark the sector light levels where the li... wer light level. For example:<code> Levels { 100 200 } #> Not visible below light level 100 and fad... full brightness when nearing light level 200. Fully-bright over 200.
- map_info_syntax
- customized ambient sound sequences in Heretic. Added in [[version:2.3]]. ==== Sky height (deprecated) ==== Height of the sky sphere (0-1). The real height is an angle determined using Pi/2 * (sky height), which means if the sky height is ... Color limit : Specifies how small an intensity (0-1) the sky fadeout color (top line of the texture... Sky Model (deprecated) ==== There can be up to 32 Sky Model blocks in a Map Info definition. Each b
- light
- been set up as fullbright. To do this the value 32768 must be added to [[modding:sprite|Sprite]] frame number in the ... e [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The engine calcula... bias source in the map (X Y Z) Intensity = 200 # How bright the bias light source is. ... t which the source is fully "on" # eg if { 80 200 } would mean the light is off if the sector
- decoration
- Levels { 0 0 } # Two integers (0-255) that mark the sector light levels where ... espectively. # For example, the levels { 100 200 } mean that the light is # not visible ... ull # brightness when nearing light level 200, and stays full # bright over 200. The first level can be higher than the # second. Th
- sky
- | ==== Height ==== Height of the sky sphere (0-1). The real height is an angle determined using Pi/2 * (sky height), which means if the sky height is ... areas will be tinted this color. ==== Layer 1...2 ==== Only one of **Texture/Flat/Sprite/System** ... Color limit : Specifies how small an intensity (0-1) the sky fadeout color (top line of the texture... to black. ==== Model ==== There can be up to 32 Model blocks in a Sky definition. Each block defi
- infine_script_reference
- ial location of the image. This is not usually needed since the default initial location is (0,0) and images cover the whole screen (320x200). ; ''Patch'' (pic-id) (x) (y) (patch-lump) ... imation sequence. The frame is a [[:raw_image]] (320x200 fullscreen image, can also be a [[:pcx]] image). ... state-id). For example:<code>States mo BOSS_RUN1 12</code> This will append 12 frames starting from the state BOSS_RUN1 to the animation sequence of the
- thing
- n" state series. This field can be any value from 0-255. 255 means 100%, while 0 obviously means 0. Note that if a thing has a pain chance higher than 0, it must have a "p
- reflection
- exture. If mask width is increased # to 2.0, the mask is mapped so that it is as wide as a 128 texel # texture. Mask height = 1.0; # A factor for the height of the mask.
- state
- e the A frame of the TROO sprite, you would enter 0 in this field. If you want to use the C frame, you would enter a 2 in this frame. Basically A=0, B=1, C=2... Examples of frames are xxxxA1 and xxxxA2A8 The number refers to th... ll bright here by offsetting the frame number by 32768. In this case A=32768, B=32769, C=32770. But this method is deprecated as of Doomsday 1.9.0-beta6 (use [[#Flags|Flags]] instead). ==== Tics
- environment
- %| 100%| 10% | ^ Rock | 80%| 60%| 40% | ^ Wood | 30%| 20%| 80% | ^ Cloth | 2%| 2%| 100% | ====== See also ====== * [[ded:Texture Environment]] * [[ded:Material]]
- syntax
- ====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp