Fulltext results:
- thing
- in existence). Please note: * All features of Doomsday Script are available during this callback. * The speci... ound newlines with a single space. * The entire script is inside a DED string token, which means double ... ==== On death ==== (Since [[version:2.3]]) [[:Script]] that gets run when the thing is killed. The key difference to a script action in the Death/Xdeath state is that the On d
- state
- rsion:2.2]], the action may also be defined using Doomsday Script. In this case, the contents of the Action string are parsed as a script and executed when a thing or psprite enters the s... appplayer|App.Player]], psprite actions only) [[:script|All features of Doomsday Script]] are available in the action script. ==== Next State ==== What state to go to after this one has fini
- map_info_syntax
- Sky = ""; Execute = ""; On setup = ""; # Doomsday Script (since 2.3) # As of version 1.9.7, linking... the map is loaded. ==== Flags ==== ^ Name ^ Description | | dim_torch | (Heretic) Torch light level at... herefore deprecated.</note> ==== On setup ==== Script to be run during map setup. The script gets executed during the game's ''P_FinalizeMapChange()'' functio
- syntax
- cribes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ==... m special actions when encountered. ^ Keyword^ Description | | [[include|Include]]| Include the specified... 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
- material_syntax
- aled independently. ==== Flags ==== ^ Name^ Description | | dontdraw| Surfaces with this material will... 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
- episode
- d of "atomicity". Maps in Hexen, for example, use scripts that may not support this.</note> **Map connect... 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
- this context, shortcuts are described in "event-descriptor" notation (but omitting the 'key-' device name ... ending on the game plugin and/or game mode. <note>Doomsday [[version:1.15]] adds support for arbitrary map i... xit **ID** must be one of the following: ^ ID ^ Description | | next | The default/fallback exit. When n
- 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 (... ach of which is outlined below: ^ Method Name^ Description | | [[generator_triggers#Damage_triggered|Dama
- sector_type_syntax
- e> ==== Comment ==== Intended for a textual description of what the sector type does and used as a development aid for mod authors. Doomsday itself does not use this string for anything presently. ==== Flags ==== ^ Name^ Description | | crush| The sector will crush things that d
- altering_and_copying_definitions
- egated using the keyword 'not'. ^ Expression ^ Description | | custom | True if the definition has been p... by an add-on.(Whenever a definition is modified, Doomsday checks the source of the modification and will fl