Fulltext results:
- generator_syntax
- <code> [Copy] Generator { State = ""; Flat = ""; Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map ... ==== State ==== Makes this a [[state triggered generator]]. Whenever a mobj is set to this state, a new particle generator is spawned. If the spawn flag is set, the generator is only spawned when the source mobj itself is being spa
- generator_triggers
- ====== Particle generator triggers ====== ===== State triggered ===== //State// triggering means that the generator is spawned when any [[mobj]] enters the [[state]] the generator has been associated with. The mobj in question will become the source of the generator. State triggering is especially useful with "one
- generator
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsystem. Th... ach effect can be made up of one or more particle generators that are bound to a source. Doomsday offers seve... h is used by the particle system to "trigger" the generators to be spawned when needed. A generator must have a source to be able to create new particles. If the source
- flags_reference
- r of submodel #1 is the spawn origin for particle generators. ==== noptc ==== (Value = 0x80000) ==== specu... = 0x100) ==== misc ==== (Value = 0x200) ===== Generators ===== ==== static ==== (Value = 1) Generator will not be removed until it times out. Otherwise it might get replaced by newer generators if there are too many active generators. ==== s
- model
- optc| Disables emission of particles for particle generators associated with the model. | | notexcomp| Disabl... r of submodel #1 is the spawn origin for particle generators. | | selskin| Enable skin selection with [[#Sels