Fulltext results:
- 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
- app @script:module
- llowing values are defined: * App.Player.PT_ALLMAP * App.Player.PT_FLIGHT * App.Player.PT_HEALTH... @Identifier_HTML~thing~@# ( ) Returns the player mobj as a [[script:module:world#worldthing|World.Thing
- thing @ded
- will be removed imediately from the gameworld at map start up. The other states series are called by ... weapon. | | nosector| Yes| Yes| Yes| | | noblockmap| Yes| Yes| Yes| | | ambush| Yes| Yes| Yes| | | ... hed that it will fall to the floor as soon as the map starts. | | nogravity| Yes| Yes| Yes| The thing i... hed that it will fall to the floor as soon as the map starts. | | countkill| Yes| Yes| Yes| This thing
- model @assets
- hich meshes. | | ''notifiedStates'' | Name of the mobj state, or an array of mobj state names, that will cause a notification callback to be made to the [[scr... tely necessary — remember that each object in the map will be processed separately. This value can also... y is interpreted as the path of the diffuse color map. The model asset definition can override these, t
- 2.2 @version
- de extension for syntax highlighting. **Scripted mobj actions.** Newly introduced scripting use cases are mobj state [[ded:state#action|action functions]] that ... #ontouch|“On touch”]] script that gets run when a mobj is touched. The latter could be used for instance... ad gone missing in Heretic. * No music in Hexen Map 26. * Incorrect alignment for a wall’s lower te
- triggers @xg
- s flag is not set, the line is inactive after the map has been loaded. ===== Trigger types flags ====... ote> ; player_use : Use events from a player mobj can activate/deactivate the line. ; other_use : Use events from a mobj that is not a player can activate/deactivate the ... tguns, chaingun) whose originator is not a player mobj can activate/deactivate the line. ; any_cross
- 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 definition in the Info f... tom script functions. * **StateAnimator.** Each mobj has its own animator instance. This allows many o... definitions and passes on the information to the mobj when it is being initialized. StateAnimator supp
- player_controls @devel
- request when they think they have hit a specific mobj; the server can then determine if the request is ... t is bound. For example, let us say that the "automap" class uses the Left key for map panning. The "game" class uses the Left key also, but for turning the player to the left. If the automap class is active, the state of the Left key is ass
- ded
- ate]] | | | |:::| [[ded:thing|Thing]] | | Defines map object (mobj) types. | ^ Scripts |||| |:::| [[ded:Finale]] | |
- line_activation @xg
- by an //activator//, which is the [[ded:thing]] (map object; mobj). Events will activate inactive lines and deactiv... s flag is not set, the line is inactive after the map has been loaded. ==== multiple ==== When the l
- examples @xg
- le textures of the front side of all lines in the map are changed to SP_FACE1. The standard Doom switch... 06 Comment = "Lower when Poss gone" Flags = mobj_gone | ticker Flags2 = when_act | any Class... e is POSSESSED have died or been removed from the map. Game mode and skill level have no effect. When a
- 1.9.0-beta1...4 @version
- ation of various subsystems like the menu and automap). Thus development has not been at a standstill e... system has been enhanced with the possibility to map entire directories to a virtual location. By defa... e obvious shortcomings in this release: * Per-map initialization of the bias lighting is extremely ... no messages in the console. Console text during map load was fixed. Texture color processing was fix
- 1.9.0-beta5 @version
- equired info has been received, not when a Create Mobj delta is received. The Create Mobj delta may get lost, so it isn't very reliable. * Fixed problem wh... d=542099 * Client cannot move after joining. Clmobj marked hidden, which prevented <code>Cl_MovePlaye... fixes), while playing jDoom with PWAD Icarus.WAD (MAP01). (http://sourceforge.net/tracker/?func=detail&
- 1.9.0-beta6 @version
- ustom [[playpal|palette]], 2=Always. * Added [[map-mobj-r]]/g/b: [[cvar]] Set a custom color for things displayed in automap when the reveal all cheat is used. === Misc ===
- 1.9.0-beta6.2 @version
- a game message would not be displayed. === Automap === * Fixed: [[thing]]s not visible in the automap after a resolution change. === InFine === * ... nFine scripts not working when used for the first map. ==== jDoom ==== * Fixed: "Weapon controls ... * Added: [[cvar]] [[rend-dev-lums]] 1=Enable lumobj debug display. ==== jHeretic ==== * Added: