Fulltext results:
- 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
- thing
- ====== 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
- episode
- ====== Episode (DED) ====== An //Episode// definition specifies the properties of a playable episode c... e. In any case, the target map must still be included in the episode definition. ===== Episode defini... riginally introduced by Hexen and then later expanded by other Doom source ports. Support for the Hexen... ion:1.15]] (by translating these definitions into DED format at runtime). Although MAPINFO supports so
- light
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]... fullbright. To do this the value 32768 must be added to [[modding:sprite|Sprite]] frame number in the ... 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 fram
- include
- ====== 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 immediately after the directive has been parsed. ===== Examples ===== Include "Other.ded" Include if the command line option ''-texcomp''
- model
- n's Interpolate start marker (-0.333). This is needed because the 2nd definition only extends from Inte... {-0.333 0.333} we get the zero we wanted. ===== Syntax ===== <Copy> Model { ID = ""; St... ..1). * //<interpos-offset>//: offset factor added to **Inter**, a point calculated from world time ... set derived from the ID number of the object is added to the current frame index of the object. [[#Fram
- decoration
- ====== Decoration (DED) ====== Light decorations for surfaces. You can define multiple Decorations fo... ags), a Decoration is only used with resources loaded from an IWAD. Note that [[Material]] definitions... sed to define light decorations, as well. ===== Syntax ===== <Copy> Decoration { # If "Copy"... : Don't use this decoration if the resource is loaded from an IWAD. # pwad: This decoration can be
- material
- ====== Material (DED) ====== Definitions specify the properties of a material built from one or more t... e exposed to mod authors and the specifics of the syntax. ===== Core concepts ===== A material is an ab... ers to **any** graphic resource which has been loaded for use as an in-game texture. Graphics composite... efinitions are a type of texture. </note> ===== Syntax ===== {{page>material_syntax}} ===== Examples
- values
- ====== 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]]
- generator
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsyst... to "trigger" the generators to be spawned when needed. A generator must have a source to be able to cre... g all [[mobj]]s of the specified type. | ===== Syntax ===== {{page>generator_syntax}} ===== See also ===== * [[howto:3D model particles]] * [[modding
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | flagb | flagc; Sp... that while the actual sprite frames are letter coded, here you enter a number. If you want to use the... nd of the current state. It is officially recommended that if you want a thing to simply vanish after i
- reflection
- ====== Reflection (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] pro... ding mode flags such as add and subtract. ===== Syntax ===== Reflection { Texture = ""; ... : Don't use this reflection if the resource is loaded from an IWAD. # pwad: This reflection ca... # One of the bm_* flags defined in Flags.ded. By default # reflections use additive
- header
- ====== Header (DED) ====== Specifies metadata about the definition file. Use of the Header block is optional. ===== Syntax ===== Header { Version = 6 } ===== About DED versions ===== In DED version 5, there must be a semicolon after each statement, including blocks ins
- infine_script_reference
- Skip'' and ''SkipHere'' commands). ===== Script syntax ===== Commands are case-insensitive (some argume... gins with ''#>'' and ends in ''<#''. The general syntax of a command is: (command) (arg-1) ... (arg-N)... rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co... ial location of the image. This is not usually needed since the default initial location is (0,0) and i
- detail
- ====== Detail (DED) ====== [[Detail texture]]s can be assigned to specific [[wall texture]]s and [[fla... one wall texture and/or one flat picture. ===== Syntax ===== <Copy> Detail { # If "Copy" is ... As of Doomsday 1.8.5 the detail texture can be loaded from # an external resource. The file path ... n't use this detail texture if the resource is loaded from an IWAD. # pwad: This detail texture c