Fulltext results:
- world @script:module
- s~@# ( #@Arg_HTML~Text,thingId~@# ) Searches the map for all things of type //thingId// and returns an array of [[#World.Thing]] refere... . The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos// can be spe... rg_HTML~Number,damage~@#, #@Arg_HTML~Text,missileId~@# ) (Availability: [[version:2.2]], only in Her... dealt. Otherwise, a missile is spawned. //missileId// must be a valid [[ded:Thing]] ID. #@Identifier
- map_object_reference @xg
- ====== XG map object cross-referencing ====== ===== What is a reference? ===== References are one of ... original]]| The original light level set when the map is loaded. | | [[.refs:lightref_current|current]]... t]]. | | [[.refs:lref_all|all]]| All lines in the map. | ==== Line → plane ==== //Line-plane refer... _all_floors|all_floors]]| All floor planes in the map. | | [[.refs:lpref_thing_exist_floors|thing_exist
- 2.3 @version
- nd //The Plutonia Experiment// use several render/map hacks to take advantage of quirks in the original... w supported (or fixed) in Doomsday. Examples: TNT MAP02 deep water, TNT MAP02 windows overlooking the deep water, TNT MAP09 transparent window, TNT MAP31 Arachnotrons inside pill
- app @script:module
- dentifier_HTML~getInteger~@# ( #@Arg_HTML~Number,id~@# ) Query the value of an internal engine variable. The //id// is one of the constants in the App module, such... dentifier_HTML~setInteger~@# ( #@Arg_HTML~Number,id~@#, #@Arg_HTML~Number,value~@# ) Sets the value of an internal engine variable. The //id// is one of the constants in the App module, such
- audio @script:module
- particular emitter object. //sound// must be a valid ID of a [[ded:sound|Sound definition]]. //volume// is the volume of the sound in the range 0...1. Th... ed to DoomEd numbers 1200-1299. When one of these map spots is placed in a map (coordinates do not matter), the corresponding ambient sequence is registered
- map_info_syntax @ded
- r "MAPxy" depending on the game. Example: if this map info is meant for the first map of the second episode, the ID is "E2M1". An "*" (asterisk) signifies that this... ition of their own. ==== Name ==== Name of the map. Displayed e.g., in the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified instead, to use
- thing @ded
- DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn S... will be removed imediately from the gameworld at map start up. The other states series are called by ... various actions attached to other state series. Said actions will make the thing immediately enter one... e flag, use the following syntax: Flags = solid | shootable ^ Flag^ Doom^ Heretic^ Hexen^ Descri
- overview_of_resources_doomsday_1.x @modding
- ata files somewhere on your hard drive. You could map this directory to //data/<game>/auto//, which wou... ual directory mapping is defined using the ''[[-vdmap]]'' option. It takes the source and destination directories as parameters. For example: ''-vdmap "D:\Games\MyAuto" "C:\Doomsday\Data\jDoom\Auto"''... virtual directory mappings using multiple ''[[-vdmap]]'' options. Note, however, that ''[[-vdmap]]''
- readme_macos @guide:2.2
- ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ugins distributed with Doomsday. ^ Plugin^ Game ID^ Description | | Doom| doom1-share| Shareware Doo
- doomsday @guide:2.2:man
- **doomsday** ''-''''iwad'' (dir) ''-''''game'' (id) ''-''''wnd'' ''-''''wh'' (w h) ''-''''file'' (fi... ''-game'', automatically also jump to a specific map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier
- readme_windows @guide:2.2
- ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ugins distributed with Doomsday. ^ Plugin^ Game ID^ Description | | Doom| doom1-share| Shareware Doo
- doomsday @guide:2.3:man
- **doomsday** ''-''''iwad'' (dir) ''-''''game'' (id) ''-''''wnd'' ''-''''wh'' (w h) ''-''''file'' (fi... ''-game'', automatically also jump to a specific map. The map can be specified either as the map number, a pair of numbers (episode and map), or the map identifier
- readme_macos @guide:2.3
- ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ugins distributed with Doomsday. ^ Plugin^ Game ID^ Description | | Doom| doom1-share| Shareware Doo
- readme_windows @guide:2.3
- ===== The Doomsday Engine is a "source port" of id Software's Doom and Raven Software's Heretic and ... which were popular PC FPS games in the early-to-mid 1990s. Doomsday enhances these classic games with... ts * Plain text [[definitions]] for things like map objects, finale animations, and episode structure... ugins distributed with Doomsday. ^ Plugin^ Game ID^ Description | | Doom| doom1-share| Shareware Doo
- scripting_with_stateanimator @assets
- ects involved in 3D model rendering are: * **A map object.** Any mobj in the map can be represented by a 3D model. * **3D model asset.** An asset defin... ate) print "State changed:", animator.ID, state animator.startTimeline("off") ... , state) print "State changed:", animator.ID, state animator.startTimeline("off")