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 ar... . ==== 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.
- state
- xecute = ""; } ==== Id ==== The name of the state, case sensitive. Contrary to the uniformity of the original games state names, this field can actually contain any... tion to be performed when a [[thing]] enters this state. Each game plugin defines its own set of action routines (na... ed. An infinite number of things can use the same state and you can set up a loop of states if you wish (the original games loop their spawn and see states for instance). If you write a state name that doesn't exist for the th
- 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... [:secret_exit]]. | | netgame| True in multiplayer games. | | deathmatch| True in [[:deathmatch]] games.
- model
- s:model|model assets]]. ===== Flag usage ===== Stated at definition "root" level flags affect all sub-models: <code> Model { Flags = flag; }</code> Stated at //Sub{}// level scopes them to only that sub-... mple assign two model frames to span across three states: : (Frame 1) : (Frame 2) : : ... -----------+-----------+-----------+ Time--> | (State 1) | (State 2) | (State 3) | |0 1|0 0
- 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
- 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
- episode_syntax
- not be playable (it will also be omitted from the games' episode selection menu). ==== Title ==== Tit... cation about the episode that is displayed in the games' episode selection menu (when the relevant menu ... to use in place of the episode [[#title]] in the games' episode selection menu. Presently, this should ... nu Shortcut ==== A keyboard shortcut used in the games' episode selection menu, to shift focus to the r
- flags_reference
- itions. Note that Doomsday Engine plugins (e.g., games) may contain additional flags defined for their ... o make it easier to animate objects with just one State. ===== Model groups ===== ==== hud ==== (Val... ctive generators. ==== srcvel ==== (Value = 2) (State/Type triggered) Particles inherit their source's ... is being spawned. ==== srcdir ==== (Value = 8) (State/Type triggered) Particle movement vector is rotat
- episode
- everal 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 [[#Sta... there may be any number of connections to it. The game plugin defines a number of map-exit conditions (s... ttp://doomwiki.org/wiki/MAPINFO|MAPINFO]], in all games, was introduced in Doomsday [[version:1.15]] (by
- skip
- ===== ===== Syntax ===== SkipIf [Not] -option|gamemode The rest of the file is skipped if the condition statement is ''true''. ===== Examples ===== Skip if ... -nosound; Skip if the identity key for the current game does not match 'doom2': SkipIf Not doom2;