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- version
- http://api.dengine.net/1/builds?format=feed|Build Events RSS feed]]. See also: [[devel:autobuilder|Autom
- reference @script
- ssage]] * **Input:** * Binding controls and events (e.g., [[.module:input|Input.bindEvent]]) *
- input @script:module
- #@Identifier_HTML~bindEvent~@# ( #@Arg_HTML~Text,eventSpec~@#, #@Arg_HTML~Text,command~@# ) Creates an [[guide:event binding]] for the provided event. Whenever the event is received, the specified command will be executed. Returns True or False to indica
- readme_macos @guide:2.2
- to replicate the feel of the original 35 Hz input events of Doom. However, when the screen is actually re
- doomsday @guide:2.2:man
- to replicate the feel of the original 35 Hz input events of Doom. However, when the screen is actually re
- readme_windows @guide:2.2
- to replicate the feel of the original 35 Hz input events of Doom. However, when the screen is actually re
- readme_macos @guide:2.3
- to replicate the feel of the original 35 Hz input events of Doom. However, when the screen is actually re
- doomsday @guide:2.3:man
- to replicate the feel of the original 35 Hz input events of Doom. However, when the screen is actually re
- readme_windows @guide:2.3
- to replicate the feel of the original 35 Hz input events of Doom. However, when the screen is actually re
- chains @xg
- chains ====== A single [[xg:triggers|XG trigger event]] can produce any number of effects in one so-called "atomic action". In most cases, events are triggered by an //activator// which is usual... in the chain is that which triggered the initial event. Another example could be a door closing automat... e type is [[xg_line_activation|deactivated]]. | | Event| When a trigger line type receives an event. |
- chain_sequence @xg:class
- vals. A special line class that sends [[xg:chain events]] to a copy of itself while active. This allows ... chain sequence is stopped. Each of the [[xg:chain events]] will be an activating event. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0| ChainĀ Flag... to wait before processing the corresponding Chain event. For example, if Fp1 is 2 and Ip1 is 5210, the ch
- triggers @xg
- xg:line_activation|activation type]] concerns the event(s) that lead to the //triggering// of the line's ... ect type (e.g. player, monster, missile etc) * event type (e.g. cross, push etc) For instance, a player crossing a line is an event (player_cross) that could trigger an XG line. XG lines can be triggered by numerous different events (see below). It is also possible to assign multi
- scripting_with_stateanimator @assets
- l methods defined in the model asset when certain events occur. #@Identifier_HTML~onInit~@# ( #@Arg_HTM
- player_controls @devel
- This article describes the system of how input events are used for controlling players, and how this w... am.png?200x0}} This diagram illustrates how input events are used to control players. The server receives... ency and the target is moving. ===== From input events to ''P_PlayerThink'' ===== Let's examine how input events are translated into the logical player controls