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... . ==== 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. ... is considered a missile. It will enter it's death state as soon as it touches another thing or floor/wall
- state
- tion to be performed when a [[thing]] enters this state. Each game plugin defines its own set of action routines (na... t and executed when a thing or psprite enters the state. Variables available in the script: * //self// ... ] are available in the action script. ==== Next State ==== What state to go to after this one has finished. An infinite number of things can use the same sta
- infine_script_reference
- 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... om]] and [[:hexen]]. | | ultimate| True if the [[:game_mode]] is "[[:doom1-ultimate]]" ([[games:doom]]).
- generator_syntax
- <code> [Copy] Generator { State = ""; Flat = ""; Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; ... d = ""; Hit Volume = 1.0; } } </code> ==== State ==== Makes this a [[state triggered generator]]. Whenever a mobj is set to this state, a new particle generator is spawned. If the spaw
- model
- -----------+-----------+-----------+ Time--> | (State 1) | (State 2) | (State 3) | |0 1|0 0.5 1|0 1| Inter (0..1) D1----------D2----D3----D4------... ax ===== <Copy> Model { ID = ""; State = ""; Off = 0; Group = ""; Selecto
- 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 (s
- episode_syntax
- on map is in the same hub as the current map; the game plugin may elect to perform special case and/or game specific logic. Hexen, for example, will clear th... case the items the players have collected and the state of all maps within the hub will be remembered. ... pically either "ExMy" or "MAPxy" depending on the game plugin and/or game mode. <note>Doomsday [[version
- light
- to attach a light and/or halo to a [[sprite]]'s [[state]]. As most objects are made up of more than one state this enables us to have "animated" lights that pul... flickering fire. To attach a light to [[modding:state|State]] it must have been set up as fullbright. To do this the value 32768 must be added to [[modding:sp