Fulltext results:
- world @script:module
- s~@# ( #@Arg_HTML~Text,thingId~@# ) Searches the map for all things of type //thingId// and returns an... ants.]] ===== World.Thing ===== Base class for mobjs. #@Identifier_HTML~addMom~@# ( #@Arg_HTML~Array
- 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
- rial definitions. Each material specifies texture maps for all the meshes in the model. | | ''animation... 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
- 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
- chains @xg
- vator// which is usually an entity in the current map (typically [[thing]]s such as enemies or other pl... ine type IDs. The floor chain is processed when a map object of a given type is touching the floor: a c... s an activating Chain event to be sent for player mobjs. The floor chain counter would be set to –1 to a
- 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]] | |... he auto directory]] * [[modding:automatic_file_mapping_in_pk3|Automatically from a PK3]] add-on *
- sector_wind @xg
- can be configured to only affect certain types of map objects. If you want to synchronize wind speed w... </code> This will create wind which will push all mobjs (stf_windany) in the North direction (Wind Angle
- 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... to one), and it has not been fully adjusted: many maps will mostly become too dark (Doom 3 fans rejoice... system has been enhanced with the possibility to map entire directories to a virtual location. By default there is a virtual mapping from ''(runtime)/Auto'' to both ''Data/(game)