Fulltext results:
- map_info_syntax
- Sky = ""; Execute = ""; On setup = ""; # Doomsday Script (since 2.3) # As of version 1.9.7,
- thing
- in existence). Please note: * All features of Doomsday Script are available during this callback. * Th
- state
- 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 Action ... psprite actions only) [[:script|All features of Doomsday Script]] are available in the action script. ==
- syntax
- cribes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ==... as follows: Property = 0; # Supported from Doomsday 1.9.9 onwards Property = ""; # Version 5 synta... generally better to use forward slashes in paths. Doomsday uses forward slashes on all platforms, internally... alues ==== Resource [[uri]]s are used throughout Doomsday and use the following form: Property = "<scheme
- 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 additional fl
- generator
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsystem. T... e particle generators that are bound to a source. Doomsday offers several different choices for the source (
- material_syntax
- tter. For each world surface using the material, Doomsday will automatically project lights into the world ... the light from the surface, in world space units. Doomsday will //project// from the light origin along the ... ata/<game>/flaremaps folder</code> Alternatively, Doomsday provides a small built-in selection of flare maps
- model
- ====== MD2/DMD model definition (Doomsday 1.x) ====== A single 3D model is represented by a collection of o... y, allowing independent animation interpolation. Doomsday 2 supports more powerful [[assets:model|model ass
- sector_type_syntax
- es and used as a development aid for mod authors. Doomsday itself does not use this string for anything pres
- episode
- APINFO|MAPINFO]], in all games, was introduced in Doomsday [[version:1.15]] (by translating these definition... orts some of the episode functionality offered by Doomsday (particularly in the ZDoom-dialect), we advise that Doomsday specific mods use Episode definitions for their a
- episode_syntax
- ending on the game plugin and/or game mode. <note>Doomsday [[version:1.15]] adds support for arbitrary map i
- light
- at is slightly different. ===== Details ===== Doomsday is also able to use lightmaps in place of the sta... ource and not a dynamic # light. This tells doomsday which map the bias source is for Origin {
- detail
- = "Data/DetailTextures/texture.pcx" # As of Doomsday 1.8.5 the detail texture can be loaded from ... source. The file path is relative to your # Doomsday root folder. Flags = flaga | flagb | flagc
- material
- note> **Note for modders**: The term 'texture' in Doomsday refers to **any** graphic resource which has been