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
- thing @ded
- will be removed imediately from the gameworld at map start up. The other states series are called by ... 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 ... that this can be set on individual bad guys in a map editor, so there isn't any need to use this flag
- 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 ... ay that the "automap" class uses the Left key for map panning. The "game" class uses the Left key also,... _NetDamageMobj()'') when they think they've hit a mobj. * Server should pass the player pos/mov/dir
- 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
- 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... checked for [[lump_name]]s when searching ===== Map data ===== * fixed: missing textures/flats no
- 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... fixes), while playing jDoom with PWAD Icarus.WAD (MAP01). (http://sourceforge.net/tracker/?func=detail&... floor/ceiling [[wind]] would incorrectly affect [[mobj]]s when they were on a ledge above them. (http://
- 1.9.0-beta6 @version
- ustom [[playpal|palette]], 2=Always. * Added [[map-mobj-r]]/g/b: [[cvar]] Set a custom color for things d
- 1.9.0-beta6.4 @version
- d=542099). ==== Common code library ==== * Mobj types from game modes where they should not be present could be spawned dynamically once the map had started (for example, attempting to spawn an ... timate DOOM via XG or the ccmd "spawnmobj"). * Mobj types specifically disabled in the server configu... ation could still be spawned dynamically once the map had started (for example, spawning the BFG via XG
- 1.9.0-beta6.8 @version
- etail&aid=2897918&group_id=74815&atid=542099 * Map name strings from Plutonia and TNT could not be c... being spawned at the ceiling height. * "Blank map titles no longer blank". http://sourceforge.net/t... etail&aid=2871890&group_id=74815&atid=542099 * Map title and author info printed in the console upon entering a new map incorrect. * "-warp and -nomonsters". http://s