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
- flags_reference
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for furt... set derived from the ID number of the object is added to the current frame index of the object. Frame r
- generator
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsystem. The par... 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 of a generator is destroyed before the generator dies, the only result will be that no new particles are created. Any exist
- generator_triggers
- as explosions. This trigger method should be avoided with [[thing]]s that have a loop of states (if the [[generator#Flags|spawn]] flag is not also used). This can le... requently than necessary (perhaps breaching the [[generator#Limitations|active generator limit]]). ===== Thing type triggered ===== All //thing type// triggered gen... e beginning of a level. Each thing type triggered generator definition gets its own particle generator entity