Fulltext results:
- 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
- bindings_1.8.6_and_1.9_betas @guide
- ent behavior.}} [[doomsday]] uses the concept of event bindings to allow player input controls to be con... ouse/joystick and joystick dead-zone).}} ====== Events ====== Events are really "device input events" which Doomsday can respond to. Examples would be a key down event on a
- plugin @snowberry
- es all action considering the addon database. * events.py – offers the service of sending events to all modules that are registered to being listeners. * l... I areas. It also acts as a middleman for wxWidget events. * widgets.py – describes the different widget... tion is implemented using the services offered by events.py. A more precise information about the interfa
- 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. |
- line_activation @xg
- vation and deactivation happens according to line events, which occur under specific gameplay circumstances. In most cases, events are [[trigger|triggered]] by an //activator//, which is the [[ded:thing]] (map object; mobj). Events will activate inactive lines and deactivate acti... line to succeed. These include. for instance the event type, a [[xg:line_counter|counter]] (as in "line
- bindings @guide
- t handling. It determines what happens when input events are received. There are two kinds of bindings: * [[event_binding|Event bindings]] map a specific input event (such as "Control Key pressed") to a console command. When the cor
- sector_type @ded
- /_d)^ Description | | any| Any mobj cause a chain event to be sent. | | missile| Mobjs that have the MF_MISSILE flag cause a chain event to be sent. | | monster| Mobjs that have the MF_COUNTKILL flag cause a chain event to be sent. | | other| Non-player mobjs cause a chain event to be sent. | | player| Player mobjs cause a chai
- infine_script_reference @ded
- se or a joystick button. This will trigger a skip event (see the ''CanSkip'', ''NoSkip'' and ''SkipHere''... n a script is paused and the player causes a skip event, only the pause mode ends, no actual skipping hap... that all the skipped commands were ignored. ; ''Events'' : Enable interactive mode. After the ''Events'' command has been executed, the script will begin t
- sector_type_syntax @ded
- terval, in seconds, between two consecutive chain events. The real interval is a random number between th... terval, in seconds, between two consecutive chain events. ==== Ceiling chain count ==== Number of tim... terval, in seconds, between two consecutive chain events. The real interval is a random number between th... terval, in seconds, between two consecutive chain events. ==== Floor chain count ==== Number of times
- 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
- combination_lock @howto
- l]] etc...). In the process, we will discuss the event-driven nature of XG and how it can be used in dif... or and NOT in the definition. ===== Determining events ===== /writeme ===== The switches ===== /wri... en_deact | any Type = flip Count = -1 Event Chain = 32767 Act sound = "swtchn" Act ta... en_deact | any Type = flip Count = -1 Event Chain = 32767 Act sound = "swtchn" Act ta
- 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| Chain Flag... to wait before processing the corresponding Chain event. For example, if Fp1 is 2 and Ip1 is 5210, the ch
- 1.9.0-beta5 @version
- which when executing the bind console command on events in bindclass id 0 it would execute on all classes for the given event binding. * Fixed problem of repeat-event binding commands being executed from lower [[bind_class|bind classes]] if no binding for the given event exists in the active bindclass (http://sourceforg
- event_binding @guide
- ====== Event bindings ====== Event bindings map input events to console commands. ===== Syntax ===== #@Identifier_HTML~bindevent~@# [ #@... ] #@UArg_HTML~spec~@# #@UArg_HTML~command~@# The event specification //spec// is composed of an event de
- automated_build_system @devel
- http://api.dengine.net/1/builds?format=feed|Build Events RSS feed]] with your RSS reader. When a new buil... d in the post. On **Ubuntu**, you can follow the events feed manually like described above. Alternativel... http://api.dengine.net/1/builds?format=feed|Build Events RSS]]| RSS feed with build reports and change lo... ild.py// carries out all build operations such as event creation, building, and change log generation. T