Fulltext results:
- combination_lock
- if we didn't have to create a tailored set of [[:ded|definitions]] for each instance of the combinatio... ent = "Combo Lock ON Switch" Class = none Flags = player_use Flags2 = when_act | when_deact | any Type = flip Count = -1 Event Chain =... nt = "Combo Lock OFF Switch" Class = none Flags = player_use | active Flags2 = when_act | wh
- create_a_light_thing
- e you are already familar with creating and using DED files and how to load them in Doomsday. The tech... === First thing we need to do is create our new DED file. * Create a new DED file called LightThing.ded Now open LightThing.ded in your favorite text editor (I will be using note
- 3d_model_particles
- ere are two things that need to be done. In the [[ded:generator|particle generator definition]], set th... particle stage's type to one of the //pt_model// flags. The following would make the stage use particle... ng ID: <code>ID = "Particle13"; </code> ===== See also ===== * [[ded:Generator]] definition
- use_deds_in_doom_builder
- .com|DoomBuilder's]] script editor to include a [[ded]] with your map.// There are various different ways that [[ded]] and [[xg]] definitions can be included with your map. You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), emb
- create_a_new_monster
- you are already familar with creating and using [[ded]] files and how to load them in [[doomsday]].// ... asy. In fact all we need for our new monster is a DED and a WAD (containing at least one start position... e all I need to create my Barrel Monster is a new DED. Let's get started. ====== STEP 1: The Header ... ==== First thing we need to do is create our new DED file. Create a new DED file called BarrelMonster