Fulltext results:
- 2.3 @version
- Script bindings]] were added, allowing access to game, player, and thing properties. In addition to spa... ngs, one can now list things by type, check their state and flags, and perform state changes on them. Things can also have an "On death" script that gets run wh... it possible to only modify the appearance of the game view and not the entire monitor. This makes it fe
- app @script:module
- ) Returns the identifier of the currently loaded game plugin. The return value is text, for instance for the Doom game plugin: "doom" #@Identifier_HTML~getInteger... ray of functions that will be called whenever the game changes. Note that this is also called when the game is unloaded. The ID of the loaded game mode is pro
- reference @script
- nded for high-performance or time-critical tasks. Game plugins, for instance, should be written in nativ... nt/net.dengine.client.pack/modules/controllers.ds|Game controller presets script]] * [[https://github.... eanimator|When receiving damage or when the thing state changes]] * [[assets:model#timelines|At speci... cation:** * Loading fonts * Callbacks for game load/unload * **Audio:** * [[.module:audio|
- thing @ded
- </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 @ded
- 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
- model @assets
- about 3D model assets that can be rendered in the game world using the [[modding:GL2 model renderer]]. T... resenting [[ded:thing]]s of type POSSESSED in the game world". The thing type must be one of the thing types defined in the loaded game. ===== Models representing player weapons (mode... pon identifiers (e.g., "wand") are defined by the game plugins in their [[ded:Values]] definitions ("Wea
- 2.2 @version
- have been added for playing sounds and showing in-game messages, for example. The set of available bindi... .** Newly introduced scripting use cases are mobj state [[ded:state#action|action functions]] that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On... were addressed. * Incorrect UI behavior in the game library. * Doomsday Script parser and interpret
- readme_macos @guide:2.2
- / file that stores configuration variables and UI state. The affected variables include, for example, game window size and position, and log filter settings... . ; ''-warp'' : When starting directly into a game using ''-game'', automatically also jump to a specific map. The map can be specified either as the map ... : Console commands to execute after loading the game with the ''-game'' option. ; //runtime/cache/ /
- doomsday @guide:2.2:man
- / file that stores configuration variables and UI state. The affected variables include, for example, game window size and position, and log filter settings... . ; ''-warp'' : When starting directly into a game using ''-game'', automatically also jump to a specific map. The map can be specified either as the map ... : Console commands to execute after loading the game with the ''-game'' option. ; //runtime/cache/ /
- readme_windows @guide:2.2
- / file that stores configuration variables and UI state. The affected variables include, for example, game window size and position, and log filter settings... . ; ''-warp'' : When starting directly into a game using ''-game'', automatically also jump to a specific map. The map can be specified either as the map ... : Console commands to execute after loading the game with the ''-game'' option. ; //runtime/cache/ /
- doomsday @guide:2.3:man
- / file that stores configuration variables and UI state. The affected variables include, for example, game window size and position, and log filter settings... . ; ''-warp'' : When starting directly into a game using ''-game'', automatically also jump to a specific map. The map can be specified either as the map ... : Console commands to execute after loading the game with the ''-game'' option. ; //runtime/cache/ /
- readme_macos @guide:2.3
- / file that stores configuration variables and UI state. The affected variables include, for example, game window size and position, and log filter settings... . ; ''-warp'' : When starting directly into a game using ''-game'', automatically also jump to a specific map. The map can be specified either as the map ... : Console commands to execute after loading the game with the ''-game'' option. ; //runtime/cache/ /
- readme_windows @guide:2.3
- / file that stores configuration variables and UI state. The affected variables include, for example, game window size and position, and log filter settings... . ; ''-warp'' : When starting directly into a game using ''-game'', automatically also jump to a specific map. The map can be specified either as the map ... : Console commands to execute after loading the game with the ''-game'' option. ; //runtime/cache/ /
- player_controls @devel
- based on input events. - On every tick/frame, game checks the logical controls and updates its state (game does not know how the values were produced)... urrently undertaking. All of this is happening on game-side. When the thinker queries the state of a particular logical control, say "turn" (whic... e same type regardless of how they're used by the game: they all evaluate into floating-point velocities... s at the logical control level, which is what the game registers into the engine at init time. The type