Fulltext results:
- ded
- ded:header|Header]] | | May be omitted. | |:::| [[ded:flag|Flag]] | | | |:::| [[ded:text|Text]] | | | |:::| [[ded:values|Values]] | | | ^ Game data |||| |:::| [[ded:episode|Episode]] | [[version:1.15]] | | |:::| [[de
- particle_generator_examples @modding
- les ====== This articles contains a number of [[ded:generator|particle generator definition]] examples. (The syntax of these DED examples is not the most exemplary. The Stages in... obj type. Generator { Mobj = "SKULL" Flags = blend | srcvel | srcdir | static Center { ... 0} Vector Rnd = 4 Stage { Type= point Flags= bright Tics= 1 Radius= 12 Bounce= 0 Resistance=
- 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 =
- line_type_class @xg
- he available line classes are listed below. These flags are defined in Doomsday's standard [[flags.ded]]. <code> Flag { ID = "ltc_none"; } Flag { ID = "ltc_chain_sequence"; Value = 0x1; } Flag { ID = "ltc_plane_move"; Value = 0x2; } Flag { ID = "l
- 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 =====
- syntax @ded
- ====== 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
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- use_deds_in_doom_builder @howto
- .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 you... You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), emb... wad into a [[pk3]] file. If you use purely XG (no DED's) you also have another option of compiling your
- line_activation @xg
- r|triggered]] by an //activator//, which is the [[ded:thing]] (map object; mobj). Events will activate ... after a given period of time. ===== Activation flags ===== Activation flags modify the behavior of the line to act in various ways. They are specified use the "Flags2" parameter, e.g: <code>Flags2 = flaga | flagb
- sky @ded
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = flaga | flagb | flagc; Height = 0.666667; Horizon offset = 0.0; Light color { 1.0 1.0 1.
- create_a_new_monster @howto
- 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
- 1.9.0-beta6 @version
- bmodels four and above. * [[line_type]] iparam flag fields read incorrectly. ==== Console ==== *... t scaled correctly according to font size. ==== Dedicated console ==== * Fatal error when trying to move the Doomsday Console whilst in dedicated console mode. ==== Misc ==== * Segmen... 542099&aid=1661207&group_id=74815). * Any mobj flagged with MF_SKULLFLY would stop moving if their tr
- create_a_light_thing @howto
- 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
- flag @ded
- Value = 42; Info = "The meaning of life"; } ===== See also ===== * [[flags_reference|DED flags reference]]
- flags_reference @ded
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (e.g., games) may contain additional flags defined for 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. =