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- world @script:module
- g_HTML~Number,angle~@# = None, #@Arg_HTML~Number,flags~@# = 0 ) Spawns a new thing at the specified c... ates //pos//. The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos//... grees). If None, a random direction is chosen. //flags// is for spawn flags. [[#flags_for_spawnthing|See the World.MSF constants.]] ===== World.Thing =====
- 2.3 @version
- net/issues/2375|Doomsday Script bindings]] were added, allowing access to game, player, and thing prope... an now list things by type, check their state and flags, and perform state changes on them. Things can a... sequences can be redefined and new ones can be added via the [[script:module:audio#setAmbientSequence|... mage loader now supports 8-bit and run-length encoded images. * The FPS limiter setting is available
- defs @script:module
- e provides access to the definitions read from [[:DED]] files. <code> $ dir(Defs) ⇒ [ SDN_ACTIVE, SDN_... SPAWN, SN_XDEATH, decorations, episodes, finales, flags, mapInfos, materials, models, musics, skies, sta... False damage: 0 doomEdNum: 3004 flags: [ 0x400006, 0x40000, 0 ] height: 5... re stored in the order they were read from the [[:DED]] files. The order is meaningful because generall
- sound @ded
- ====== Sound (DED) ====== A **Sound** definition is used to define the presence and in-game playback c... = ""; File = ""; File Name = ""; Flags = ""; Group = 0; Max Channels = 0; P... ] ==== File Name ==== Alias of [[#Ext]] ==== Flags ==== ^ Flag ^ Description | | shift | Use type 1 periodic random frequency shifting on the sample. |
- reference @script
- t is not a compiled language and thus is not intended for high-performance or time-critical tasks. Game... script:module:defs#lookups|Accessing currently loaded DEDs via the Defs module]] * **Files:** * Reading/writing files and folders using File objects ... layer|Earthquake effect]] * **Things:** * [[ded:state#action|State action function]] * [[.mod
- map_info_syntax @ded
- ID = ""; Name = ""; Author = ""; Flags = flag1 | flag2; Gravity = 1.0; Music = ""; Par time = 0.0; # Seconds Ambient light =... r 1" Texture = ""; Offset = 0; Flags = flag1 | flag2; Color limit = 0; }
- thing @ded
- a map editor, so there isn't any need to use this flag in a ded (the flag is present to allow a standard HeXen line type to enable and disable thing(s) being "dormant"... me. | | icedamage| | | Yes| If a missile has this flag attached, anything killed by it will turn into an... at it's origin. Some Hexen actions can turn this flag on and off in a things states. | ==== Flags3 =
- state @ded
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | flagb | flagc; Sprite = ""; Frame = 0; Tics = 0; Action = ""; Next State =
- model @assets
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representin... as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... must be one of the thing types defined in the loaded game. ===== Models representing player weapons ... wand") are defined by the game plugins in their [[ded:Values]] definitions ("Weapon Info" section). Yo
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... fonts, background music and sound effects are loaded from WAD files. Doomsday has a mechanism that all... oad and use it automatically. Resources are divided into a number of classes. Each class has its own ... <game>/auto/// directory will be automatically loaded at startup. The data files are loaded in alphabet
- chains @xg
- emporary line is set up as follows: it is a one-sided line, whose front sector is the sector the chain belongs to. It has no sidedefs, so operations that modify the sides of the li... ivated, deals a point of damage to its activator. Flags for the floor chain would be scef_player_a, whic
- plane_move @xg:class
- zero. Offseted by Fp2.</ul></html> | | Ip3| Move Flags| Flags| <html><ul><li>pmf_crush: makes the plane crush things if they won't fit in the sector. Currently this is a hard coded to 10 damage per tic regardless of the speed of t... Comment = "Lower when Player crosses" Flags = player_cross Flags2 = when_act | any
- triggers @xg
- tive ==== The line is initially active. If this flag is not set, the line is inactive after the map has been loaded. ===== Trigger types flags ===== <note>Chain trigger events are not affected by these flags.</note> ; player_use : Use events from a pl... moving)from mobjs that have the [[mf_countkill]] flag can activate/deactivate the line. ; player_cros
- wall_material @xg:class
- before. Else, no change will be made. | | Ip7| Sidedef Flags| Flags| * sdf_fade_top_mid: Surface colors, fade the t... ent = "Set front mid material alpha to 50%" Flags = player_cross Flags2 = when_act | any Class = wall_material Type = timed_off ... ne is triggered when the player crosses the line (Flags = player_cross). The line is active in any skill