Fulltext results:
- world @script:module
- ants.]] ===== World.Thing ===== Base class for mobjs. #@Identifier_HTML~addMom~@# ( #@Arg_HTML~Array
- map_object_reference @xg
- ll sectors which currently have at least one of a mobj type within them. | | [[.refs:lpref_thing_noexist... all sectors which currently do not have any of a mobj type within them. | | || ^ Ceiling plane || | [[.... ll sectors which currently have at least one of a mobj type within them. | | [[.refs:lpref_thing_noexist... all sectors which currently do not have any of a mobj type within them. | ==== Line → sector ====
- app @script:module
- @Identifier_HTML~thing~@# ( ) Returns the player mobj as a [[script:module:world#worldthing|World.Thing
- thing @ded
- e available during this callback. * The special mobj being touched is referenced by //self//. * The toucher mobj (e.g., the player) is referenced by //toucher//.
- state @ded
- /self// refers to the thing itself, or the player mobj in case of a psprite action ([[script:module:worl
- 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
- 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
- chains @xg
- s an activating Chain event to be sent for player mobjs. The floor chain counter would be set to –1 to a
- triggers @xg
- 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 : Cross events (mobj origin crosses the line while moving) from any ki
- teleport @xg:class
- integer| If true (non-zero), if there is another mobj in the teleport destination it will be stomped (t... there will be no teleport sound. If there are any mobjs at the teleport destination, they will be telefr
- scripting_with_stateanimator @assets
- D model rendering are: * **A map object.** Any mobj in the map can be represented by a 3D model. * ... 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... another one. | | ''notifiedStates'' | Name of the mobj state, or an array of mobj state names, that caus
- player_controls @devel
- request when they think they have hit a specific mobj; the server can then determine if the request is ... me): * Clients are not able to damage their mobjs locally. * Psprite animations and sounds need to be played on the client, but any mobjs spawned by the weapon are sent from the server (... ld be difficult for the server to determine which mobjs should be sent to which clients. We could make a
- ded
- |:::| [[ded:thing|Thing]] | | Defines map object (mobj) types. | ^ Scripts |||| |:::| [[ded:Finale]] | |
- sector_type @ded
- e chain. ^ Name(_a/_d)^ Description | | any| Any mobj cause a chain event to be sent. | | missile| Mobjs that have the MF_MISSILE flag cause a chain event to be sent. | | monster| Mobjs that have the MF_COUNTKILL flag cause a chain event to be sent. | | other| Non-player mobjs cause a chain event to be sent. | | player| Play
- sector_wind @xg
- </code> This will create wind which will push all mobjs (stf_windany) in the North direction (Wind Angle