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
- 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
- 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 ... 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]
- 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
- 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]]
- 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
- 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 '
- 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
- 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
- readme_macos @guide:2.3
- 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
- audio @script:module
- a delay. | This function can be called from a [[ded:map_info_syntax#on_setup|Map Info "On setup"]] script to set up a