Fulltext results:
- sound
- ====== Sound (DED) ====== A **Sound** definition is used to define the presence and in-game playback c... ame ==== Alias of [[#Ext]] ==== Flags ==== ^ Flag ^ Description | | shift | Use type 1 periodic ran
- thing
- 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 =
- sector_type
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a gener... vated, accordingly. **Note:** Both versions of a flag **cannot** be used at once by the same chain. ^ ... 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-pl
- syntax
- ====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp
- flag
- he flag. ==== Info ==== Short text string intended for describing the flag's purpose. (Doomsday ignores this). ===== Examples ===== Flag { ID = "UltimateAnswer"; Value = 42; ... Info = "The meaning of life"; } ===== See also ===== * [[flags_reference|DED flags reference]]
- flags_reference
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for furt... ndered with 33% (?) translucency. When using this flag the value of the "Transparent" key is ignored. =
- generator_syntax
- a new particle generator is spawned. If the spawn flag is set, the generator is only spawned when the so... objs of the given type as sources. Use the static flag to prevent the generator from being removed by la... r]] defines the spawn origin. ==== Flags ==== ^ Flag^ Description | | static| Generator will not be re... e generators assigned to the same state. If this flag is not used, all the previously defined generato
- generator_triggers
- as explosions. This trigger method should be avoided with [[thing]]s that have a loop of states (if the [[generator#Flags|spawn]] flag is not also used). This can lead to generators be
- model
- e powerful [[assets:model|model assets]]. ===== Flag usage ===== Stated at definition "root" level fl... s affect all sub-models: <code> Model { Flags = flag; }</code> Stated at //Sub{}// level scopes them ... hat sub-model: <code> Model { Sub { Flags = flag; }; }</code> Submodel flags are XOR'd with the... n's Interpolate start marker (-0.333). This is needed because the 2nd definition only extends from Inte
- sector_type_syntax
- > Sector Type { ID = 0 Comment = "" Flags = flag1 | flag2 Friction = 0.0 Gravity = 0.0 Act tag = 0 Ambient sound = "" Ambient min interval = ... 0.0 Ceiling chain = 0 Ceiling chain flags = flag1 | flag2 Ceiling chain start time = 0.0 Ceiling chain end time = 0.0 Ceiling chain min interval =
- altering_and_copying_definitions
- onditional expression can be used to instruct the DED parser to only apply the modification if the expr... ay checks the source of the modification and will flag the definition as "custom" if the source is a use