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- reference @script
- ====== Doomsday Script reference guide ====== This article describes the Doomsday Script language and its role in [[:Doomsda... " and "On death" scripts]] In older versions: [[/script/reference?rev=1576480962#using_doomsday_script|2.2]] ==== Editor support ==== * Visu... le editors ===== Language reference ===== See the [[language|Language reference]] for information about the syntax, and built-in functions and [[script:language#modules|modules]].
- thing @ded
- in existence). Please note: * All features of Doomsday Script are available during this callback. * The speci... on in the Death/Xdeath state is that the On death script is also provided a reference to the killer. All the normal processing of a thing's death occurs even if an On death script has been specified. Variables available in the script: * //self// is the thing that has been killed.
- state @ded
- 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
- sidebar
- e]] * [[xg:reference_guide|XG reference]] * [[script:reference|Scripting]] **Development** * [[devel|Getting started]] * [[devel:compilation|Compiling]] * [[dev
- 2.2 @version
- al/feature walkthrough]] of the language, and a [[script:reference#using_doomsday_script|list of the current uses of scripting]] in Doomsday. New script bindings have been added for playing sounds and showing in-game messages, for example.... * Incorrect UI behavior in the game library. * Doomsday Script parser and interpreter were made more robust, inc
- overview_of_resources_doomsday_1.x @modding
- = This page summarizes the usage of resources in Doomsday version 1. Most of this still applies equally well to Doomsday 2, but the introduction of [[:fs|packages]] in ve... nt. ===== Resource files and containers ===== Doomsday uses multiple kinds of resource files: * Pla... usic and sound effects are loaded from WAD files. Doomsday has a mechanism that allows replacing these resou
- readme_macos @guide:2.2
- D definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://tracker.dengine.net/projects/deng/roadmap|Project roadmap and features in planning... er hardware components. **Kees Meijs** packaged Doomsday for Debian and hosted an Apt repository of Debian... OOM-based games. **Jaakko Keränen** created the Doomsday Engine and is the lead developer of the project.
- doomsday @guide:2.2:man
- D definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://tracker.dengine.net/projects/deng/roadmap|Project roadmap and features in planning... er hardware components. **Kees Meijs** packaged Doomsday for Debian and hosted an Apt repository of Debian... OOM-based games. **Jaakko Keränen** created the Doomsday Engine and is the lead developer of the project.
- readme_windows @guide:2.2
- D definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://tracker.dengine.net/projects/deng/roadmap|Project roadmap and features in planning... er hardware components. **Kees Meijs** packaged Doomsday for Debian and hosted an Apt repository of Debian... OOM-based games. **Jaakko Keränen** created the Doomsday Engine and is the lead developer of the project.
- readme_macos @guide:2.3
- D definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://tracker.dengine.net/projects/deng/roadmap|Project roadmap and features in planning... er hardware components. **Kees Meijs** packaged Doomsday for Debian and hosted an Apt repository of Debian... OOM-based games. **Jaakko Keränen** created the Doomsday Engine and is the lead developer of the project.
- doomsday @guide:2.3:man
- D definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://tracker.dengine.net/projects/deng/roadmap|Project roadmap and features in planning... er hardware components. **Kees Meijs** packaged Doomsday for Debian and hosted an Apt repository of Debian... OOM-based games. **Jaakko Keränen** created the Doomsday Engine and is the lead developer of the project.
- readme_windows @guide:2.3
- D definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://tracker.dengine.net/projects/deng/roadmap|Project roadmap and features in planning... er hardware components. **Kees Meijs** packaged Doomsday for Debian and hosted an Apt repository of Debian... OOM-based games. **Jaakko Keränen** created the Doomsday Engine and is the lead developer of the project.
- record @script
- ====== Records are simple data structures in [[:Doomsday Script]] that contain a set of unordered, named variable... can point to any variable in the application). ===== See also ===== [[script:walkthrough:records|Doomsday Script tutorial: Records]]
- records @script:walkthrough
- == Records ====== Records are the foundation of Doomsday Script. Each namespace and module is a record, each obje... built-in modules like ''Core''), but may still be referenced by variables in scripts. A script variable may own a record, or simply reference one owned by someone else. When a record gets destroyed, all variables that reference it will be invalidated. In other words, records a
- basic_expressions @script:walkthrough
- <- script:reference|Reference guide ^ ^ Operator expressions -> ====== Basic expressions ====== ===== Numbers and strings ==... serialized block of memory cannot be modified via Doomsday Script. $ a = [1, 'One', {1:'One'}] $ print a ... e ''eval()'' function evaluates its argument as a script and returns the return value from it. The script gets runs in the same namespace where ''eval()'' was cal