Fulltext results:
- sound
- in the original Heretic (and also the Chaingun in Doom, though this particular case is broken) used the ... d when this one sound is started. For example, in Doom a group is used to ensure that both the chainsaw
- map_info_syntax
- Sky = ""; Execute = ""; On setup = ""; # Doomsday Script (since 2.3) # As of version 1.9
- thing
- = ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn State = "" ... g syntax: Flags = solid | shootable ^ Flag^ Doom^ Heretic^ Hexen^ Description | | special| Yes| Ye... ed to the camera. | ==== Flags2 ==== ^ Flag^ Doom^ Heretic^ Hexen^ Description | | alwayslit| Yes| ... | dropped| | | Yes| | | boss| Yes| Yes| Yes| In Doom. Heretic and HeXen, this renders the bad guy immu
- state
- ters or numbers. For instance, the sprtie name of Doom's Imp is "TROO". ==== Frame ==== The frame of ... number refers to the eight rotations an object in Doom can have. 1 is front facing, 3 is left, 5 is back... 769, C=32770. But this method is deprecated as of Doomsday 1.9.0-beta6 (use [[#Flags|Flags]] instead). ... rsion:2.2]], the action may also be defined using Doomsday Script. In this case, the contents of the Act
- infine_script_reference
- mode]] is ''(game-mode)''. For example:<code>MODE:doom2-plut</code> | | secret| True if the current map ... re| True when a [[:shareware_wad]] is being used (DOOM 1, Heretic). Always false for [[:doom_ii]], [[:final_doom]] and [[:hexen]]. | | ultimate| True if the [[:game_mode]] is "[[:doom1-ultimate]]"
- syntax
- cribes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directive... as follows: Property = 0; # Supported from Doomsday 1.9.9 onwards Property = ""; # Version 5 s... generally better to use forward slashes in paths. Doomsday uses forward slashes on all platforms, intern... alues ==== Resource [[uri]]s are used throughout Doomsday and use the following form: Property = "<sc
- flag
- ring intended for describing the flag's purpose. (Doomsday ignores this). ===== Examples ===== Flag
- flags_reference
- ce ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (e.g., games) may contain addit
- generator
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsyste... e particle generators that are bound to a source. Doomsday offers several different choices for the sour
- material_syntax
- ation factor. ==== Light (1.10 →) ==== {{ file:doom_light_decorations.jpg?235x0}} Up to 16 light deco... tter. For each world surface using the material, Doomsday will automatically project lights into the wo... the light from the surface, in world space units. Doomsday will //project// from the light origin along ... ata/<game>/flaremaps folder</code> Alternatively, Doomsday provides a small built-in selection of flare
- model
- ====== MD2/DMD model definition (Doomsday 1.x) ====== A single 3D model is represented by a collection ... y, allowing independent animation interpolation. Doomsday 2 supports more powerful [[assets:model|model
- sector_type_syntax
- number **8** is specified, which, is the same as Doom's "Light Glows" sector type, then **this** sector... es and used as a development aid for mod authors. Doomsday itself does not use this string for anything
- episode
- roduced by Hexen and then later expanded by other Doom source ports. Support for the Hexen-dialect of [[http://doomwiki.org/wiki/MAPINFO|MAPINFO]], in all games, was introduced in Doomsday [[version:1.15]] (by translating these defini... orts some of the episode functionality offered by Doomsday (particularly in the ZDoom-dialect), we advis
- skip
- -nosound; Skip if the identity key for the current game does not match 'doom2': SkipIf Not doom2;
- map_info
- = {{page>map_info_syntax}} ==== Examples ==== Doom's first map, "Hangar" in Map Info form: Map