Fulltext results:
- thing
- </code> ==== Spawn/See/Pain... State ==== A [[state]] defines what a thing will be doing and looks like at any given time in game. The things "spawn" state(s) defines a things de... pawn states. A thing must have at least one spawn state or it will be removed imediately from the gameworld at map start up. The other states series are called by ... . ==== Speed ==== How far a thing moves in the game world during every state it enters that has the ''A_Chase'' action attache... takes to move this distance is controlled by the state itself. ==== Radius ==== Radius of the thing.
- episode_syntax
- tions from one map to another and the destination map is in the same hub as the current map; the game plugin may elect to perform special case and/or g... y" or "MAPxy" depending on the game plugin and/or game mode. <note>Doomsday [[version:1.15]] adds support for arbitrary map identifiers, allowing any name to be assigned to ... t : Describes an outbound connection to another map in the episode. The game plugin uses exits to determine a destination map ... d the exit button). If no exits are defined for a map, the game plugin will interpret this to mean the game has been completed.\\ \\ The Exit **ID** must be
- episode
- everal times between the various maps in the hub. Game state is automatically saved in the other maps of the h... there may be any number of connections to it. The game plugin defines a number of map-exit conditions (such as pulling a switch), which... an episode definition to redirect play to another map when triggered. There are also other ways in whic... ] line type, for example. In any case, the target map must still be included in the episode definition.
- light
- (i.e. the halo itself). # Eg: # Flare map = "myflaremap.png" (loaded from the data/<game>/flaremaps folder by default). # Flare map... tings are only available with BIAS sources Map = mapid|game|pwad/iwad|gamemode eg = "e1m1|doom|iwad|doo... dynamic # light. This tells doomsday which map the bias source is for Origin { 0.0 0.0 0.... } # The location of the bias source in the map (X Y Z) Intensity = 200 # How bright
- generator_syntax
- <code> [Copy] Generator { State = ""; Flat = ""; Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map = ""; Flags = flaga | flagb | flagc; Speed = ... d = ""; Hit Volume = 1.0; } } </code> ==== State ==== Makes this a [[state triggered generator]]. Whenever a mobj is set to this state, a new particle g
- infine_script_reference
- (InFine scripts can be played before or after any map); briefings and debriefings if you will. ===== ... condition can be one of the following: | MODE:''(game-mode)'' | True if the current [[:game_mode]] is ''(game-mode)''. For example:<code>MODE:doom2-plut</code> | | secret| True if the current map