Fulltext results:
- episode
- ayer may travel several times between the various maps in the hub. Game state is automatically saved in the other maps of the h... inal and the "remixed" episode will appear in the games' episode selection menu (if playable, see [[#Start Map]]). <note>This assumes the maps have been author... 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... r the Hexen-dialect of [[http://doomwiki.org/wiki/MAPINFO|MAPINFO]], in all games, was introduced in Doomsday [[version:1.15]] (by
- 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... case the items the players have collected and the state of all maps within the hub will be remembered. ; ID : A... associated with the map data. In id Tech 1 format maps, this is typically either "ExMy" 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 the map data. (The map data is now
- thing
- 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. ... ed to a thing, but not all flags will work in all games. To use more than one flag, use the following sy
- 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|doom1-ultimate" ... 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
- 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
- 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
- flags_reference
- itions. Note that Doomsday Engine plugins (e.g., games) may contain additional flags defined for their ... ewangle rotation of halos for this light. ===== Map Info ===== ==== fog ==== (Value = 0x1) Enable fog in the map. ==== sphere ==== (Values = 0x2) Draw the sky ... o make it easier to animate objects with just one State. ===== Model groups ===== ==== hud ==== (Val