Fulltext results:
- 1.9.0-beta6 @version
- =542099&aid=1983920&group_id=74815). * Until a mobj moved, the angle of all models used by it was inc... atid=542099&aid=1661207&group_id=74815). * Any mobj flagged with MF_SKULLFLY would stop moving if their trajectory would intercept another mobj flagged with MF_SPECIAL. * Fatal error when at... apons require ammo. * Blood spawned by P_DamageMobj even if no damage actually inflicted. * Voodoo
- 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
- generator_syntax @ded
- > [Copy] Generator { State = ""; Flat = ""; Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map = ""; Flags = flaga | flagb | flagc; Speed = 0.0; Speed Rnd = 0.0... this a [[state triggered generator]]. Whenever a mobj is set to this state, a new particle generator is
- 1.9.0-beta5 @version
- h [[j_doom]]). This was fixed by making sure that mobjs in the NULL state (state zero) or whose state re... 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 where lots of mobjs are created and destroyed in a rapid succession
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- ns of iwad original * server should send state/mobjtype dictionary to clients [resource mods] * Do... rols stuck at map start * Hexen: standing on a mobj allows walking through walls * Hexen: no view bobbing when walking on mobjs [e.g., barrels in DK map17] * Enemies embedded in one another cannot separate [caused by game-mobj-fracepsilon] * Doom: Flying enemies get stuck
- particle_generator_examples @modding
- mes for the Lost Soul in jDRP 1.1 I have used the Mobj type so that all Lost Souls share the same number... tor limit (256 active generators) I have used the mobj type as Doomsday treats all Lost Souls as THE SAM... . So 100 Lost Souls == 1 generator when using the mobj type. Generator { Mobj = "SKULL" Flags = blend | srcvel | srcdir | static Center { -1
- 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
- sector_type_syntax @ded
- n of the line. | | ceilingwind| Wind only affects mobjs that are touching the ceiling. | | floorwind| Wind only affects mobjs that are touching the floor. | | tagwind| Wind d... ection of the line. | | windany| Wind affects all mobjs inside the sector. | | windmissile| Wind affects all mobjs with the MF_MISSILE flag inside the sector. | |
- generator_triggers @ded
- ng means that the generator is spawned when any [[mobj]] enters the [[state]] the generator has been associated with. The mobj in question will become the source of the generat... iggering makes the generator multi-sourced: all [[mobj]]s in the level with one of the types associated ... les need to be allocated in the definition as all mobjs in the map will share the same generator.</note>
- 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 ====
- 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
- jdoom_version_1_15_0-beta1_.4 @games
- var]] [[game-corpse-time]] was set to **1**. * Mobj->Soundtarget data is now saved. This fixes the bu... rd the player(s) after loading a saved game. * Mobj->Tracer data is now saved. This fixes the bug where the targeted [[mobj]] for [[archvile]] fire attacks and [[revenant]] ... brain spawnspots. * Max number of archived [[mobj]]s. * Max number of active platforms. *
- 1.9.0-beta6.4 @version
- d=542099). ==== Common code library ==== * Mobj types from game modes where they should not be pr... le playing Ultimate DOOM via XG or the ccmd "spawnmobj"). * Mobj types specifically disabled in the server configuration could still be spawned dynamically... (rather than where they were first spawned). * Mobjs of type MT_PUFF and MT_ROCKETPUFF spawned with t
- 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
- 1.9.0-beta1...4 @version
- rectly ([[batman_tc]], wall torches). * fixed: mobj shadows sometimes rendered above the object casti... gnored when calculating if a radius attack hits a mobj with this attribute (in PIT_RadiusAttack). ====... inding classes ===== Map data ===== * [[listmobjs_cmd_]]: print a list of the mobj ids + names (if set via DED) to the console. * unknown/[[missing_t