Fulltext results:
- particle_generator_examples @modding
- wn Rnd = 0.3 Presim = 175 Stage { Type = line Tics = 30000 Color = { .6, .6, .6... Flags = stagetouch } Stage { Type = line Tics = 30 Color = { .6, .6, .6, 1... = 0.9 Resistance = 0.3 } Stage { Type = line Tics = 2 Color = { .6, .6, .6, 0}... 3; Color { 1 .4 .3 .5 }; }; Stage { Type = "pt_line"; Flags = "ptf_bright ptf_dietouch"; Tics
- reference_guide @xg
- y in an interaction. ==== Examples ==== * [[line_type_examples|Line Type examples]] * [[sector_type_examples|Sector Type examples]] * [[colored_xg_sector_lighting_example|Sector light color examples]] * [[howto:combination_lock|How to create a c... k]] ==== Reference guides ==== * [[xg:class|Line classes]] * [[xg:sector_type|Sector types]]
- line_type @xg
- ====== Line Type (XG, DED) ====== A //Line Type// defines the behavior of a [[modding:line|map line]], i.e., a wall in the m... when some other triggering condition occurs. Some examples of line classes include [[xg:class:plane_move|Move Plane]... d [[xg:class:wall_texture|Change Wall Texture]]. Line types are a fundamental building block of XG. Please s
- syntax @wiki
- = DokuWiki supports **bold**, //italic//, __underlined__ and ''monospaced'' texts. Of course you can **... DokuWiki supports **bold**, //italic//, __underlined__ and ''monospaced'' texts. Of course you can ... > as well. **Paragraphs** are created from blank lines. If you want to **force a newline** without a paragraph, you can use two backslashes followed by a whi
- examples @xg
- ====== Line Type examples ====== ===== Restore sector light color & luminance ===== <code> Line Type { ID = 6101 Flags2 = when_deact | when_act ... gged. ===== Change wall material ===== <code> Line Type { ID = 5070 Flags = player_use Flags2 = ... d once. ===== Lower sector floor ===== <code> Line Type { ID = 5006 Comment = "Lower when Poss gone
- sector_type @ded
- e { ID = 5002; Comment = "Immediately trigger line type 6101"; Ticker chain = 6101; Ticker chain coun... event be will sent once, immediately, to the [[xg:line type]] 6101. ==== Water current ==== <code> Sector Type { ID = 5001; Comment = "Scroll along tag 9999... aterial will scroll, in the direction that sector line with the act tag 9999 is pointing. Material scrol
- model @assets
- set to be used for representing [[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 (... ...textures maps... } } </code> In the above examples, the material being modified is the default one,
- developer_guidelines @devel
- ====== Developer guidelines ====== Doomsday Engine is a diverse project that is free and open-source. ... ux kernel, it is imperative that there exist guidelines for that code which is submitted by collaborator... vers, to the extent deemed necessary various guidelines for submitting code, such as: * Code formatt... or modifying C++ for Doomsday, the following guidelines must be adhered to. ==== Indentation ==== In
- sector_type @xg:class
- type]], or zero. | ===== Examples ===== Line Type { ID = 5071 Flags = player_use ... pe = 0 } When activated, all sectors whose tag is equal to that of the line being activated will have their sector type set to zero (removed).
- quick_guide_to_amethyst @devel
- . It has been implemented as a Unix-style command line tool. This short guide describes the use of Ame... </code> To view a list of the available command line options: <code> # amethyst --help</code> //am... e following output filters, chosen with a command line option. ^ Output filter^ Option | | Plain text|... h Amethyst, you are giving the text processor two types of information: document content and processing
- line_teleport @xg:class
- ]) by the activator. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross Flags2 = when_act | any Class = line_teleport Type = timed_off Count = -1 Target Ref = "lref_index" Target Num = 123... Exit Side = 0 Always Stomp = 1 } The line is activated when the player crosses it. On activ
- teleport @xg:class
- by the activator. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross ... gs2 = when_act | any Class = teleport Type = timed_off Count = -1 Target Ref = "lsref_line_tagged" No Flash = 1 No Sound = 1 Always Stomp = 1 } The line is activated when the player crosses it. On activ
- overview_of_resources_doomsday_1.x @modding
- jDoom/Some.md2 FILE002 Another.ded</code> Each line in //DD_DIREC// contains a lump/path pair. The pa... /Data/<Game>/Auto/assembly///. ====== Resource types ====== ===== Textures and flats ===== Norma... atch the palette of the game (B) = TGAs must be type 2 (uncompressed, unmapped RGB) <note>32-bit ima... , and will be replaced with transparent pixels. Examples: * To create a high-resolution texture for t
- build_stairs @xg:class
- alues are accepted. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross Flags2 = when_act | any Class = build_stairs Type = timed_off Count = 1; Target Ref = "lpref_line_tagged_ceilings"; Spread Texture = 1; Spr
- reference @script
- configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is n... ''. * A colon ('':'') always indicates a single-line compound that does not need to be closed: <code>d... 2(): return 'World'</code> * Objects are weakly typed: they may have one or more superclass objects th... provide common members, but otherwise there is no type safety or checking. Objects are called [[Record]]