Fulltext results:
- ded
- xtual definition language of Doomsday 1.x. One [[#Syntax|syntax]] to define everything from [[ded:generator|Particle Generators]] to [[ded:Thing]]s... yntax ==== All definition files share a single [[ded:syntax|common syntax]] in Doomsday. Once learned, the same knowledge c... odding you'll want to familiarize yourself with [[ded:syntax|DED syntax]] before going further. (It won't take long as it... finition ^ Since ^ Notes | ^ General |||| |:::| [[ded:header|Header]] | | May be omitted. | |:::| [[ded
- syntax @ded
- ====== 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
- packages @fs
- msday. The file uses the [[modding:ScriptedInfo]] syntax to specify a set of variables and functions that ... ngle brackets are used here (see [[modding:Info]] syntax). The end result is that the folder **modules** i... iers|Asset identifiers]] for more details. ==== DED definitions ==== Packages can contain [[:DED]] definitions that are only in effect when the package
- reference @script
- itten in native code. Below is an example of the syntax: def exampleFunc(a) if a retur... " end end print exampleFunc(True) The syntax is heavily influenced by Python and Ruby, with a ... pt:module:defs#lookups|Accessing currently loaded DEDs via the Defs module]] * **Files:** * Readi... layer|Earthquake effect]] * **Things:** * [[ded:state#action|State action function]] * [[.mod
- thing @ded
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn State = ... mes. To use more than one flag, use the following syntax: Flags = solid | shootable ^ Flag^ Doom^ He... or, so there isn't any need to use this flag in a ded (the flag is present to allow a standard HeXen li
- values @ded
- ====== Values (DED) ====== The Values block allows modifying many of the values used internally in a g... er, so you can't use it in the key names. ===== Syntax ===== Values { Key1 = "Example" ... |Other key = Hello ===== See also ===== * [[ded:Values for Doom]] * [[ded:Values for Heretic]] * [[ded:Values for Hexen]]
- hexen_mapinfo @modding
- on language has seen many extensions and expanded syntaxes in other Doom source ports. These extensions ha... ion:1.15]] (by translating these definitions into DED format at runtime). All features in this dialect... bled, [[alert]]s). ===== See also ===== * [[:ded|Doomsday Engine Definitions]] * [[ded:map_info|Map Info (DED)]] * [[http://doomwiki.org/wiki/MAPIN
- 1.15 @version
- custom_episode.jpg?320x0}} **Custom episodes.** [[ded:Episode]] definitions specify the structure of ga... start from 0. The episode IDs are now defined in DEDs, and the map is identified as "E1M1", "MAP03", e... ed in package metadata using the [[modding:Info]] syntax, and this metadata will inform Doomsday about how... expanded to cover all relevant native classes. **DEDs visible in Doomsday Script.** The built-in [[scr
- light @ded
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]... state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:stat... e [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The engine calculates the properties
- 2.2 @version
- on’t forget to check out the VSCode extension for syntax highlighting. **Scripted mobj actions.** Newly 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
- include @ded
- ====== Include directive ====== ===== Syntax ===== Include "filepath" IncludeIf [Not] -option|gam... directive causes the parser to read the specified DED file. The contents of the included file are read ... parsed. ===== Examples ===== Include "Other.ded" Include if the command line option ''-texcomp''... the command line: IncludeIf Not -texcomp "skin1.ded" Include if the ID of the current game matches '
- 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
- readme_macos @guide:2.0
- ages and assets]] * [[http://wiki.dengine.net/w/DED|Definitions Reference: DED and finale script syntax]] * [[http://tracker.dengine.net/projects/deng/
- readme_macos @guide:2.1
- * [[assets|Doomsday 2 packages and assets]] * [[ded|Definitions Reference: DED and finale script syntax]] * [[https://tracker.dengine.net/projects/deng
- readme_macos @guide:2.2
- libdir'', ''iwaddir''). The [[guide/configuration|syntax of the file]] is documented in the wiki. <html>... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://t