Fulltext results:
- world @script:module
- n give it a slope going up or down, but on the XY plane the speed will always be the same regardless.
- map_object_reference @xg
- order to provide extended functionality, lines, [[plane]]s (floors and ceilings) and sectors need to refe... or]]s. When using lightrefs a set of sectors or [[plane]]s has usually already been targeted. Lightrefs ... all|all]]| All lines in the map. | ==== Line → plane ==== //Line-plane references// or //lprefs// are [[line]] //to// [[plane]] references. They are used w
- 2.2.2 @version
- visible due to being rendered with incorrect clip plane distances. * Player 3D weapon models that use t
- overview_of_resources_doomsday_1.x @modding
- rendered on top of normal textures when walls and planes are viewed from close by. A signed-add blending
- plane_move @xg:class
- ====== Plane move (XG class) ====== <code>Class = plane_move </code> Moves a [[modding:plane]] (floor or ceiling) of a [[modding:sector]] to a given height. The [[modding:texture]] of the plane can be changed in the beginning or in the end of
- plane_texture @xg:class
- #REDIRECT plane_material
- statements_and_compounds @script:walkthrough
- as terminated early with ''break''. for i in ['planes', 'trains', 'automobiles'] print i end ... alue of i after the "for" loop is', i Output: planes trains automobiles Value of i after the "f... e beginning, with the next element. for i in ['planes', 'trains', 'automobiles'] if i == 'trains': continue print i, 'are cool!' end Output: planes are cool! automobiles are cool!
- operator_expressions @script:walkthrough
- extract elements/characters. $ transports = ['planes', 'trains', 'automobiles', 'bicycles'] $ pr... ithin the right-hand operand. $ transports = ['planes', 'trains', 'automobiles', 'bicycles'] $ pr
- sector_type @ded
- to create an "electrical-fault like" effect. === Plane height functions === Set the height of the plane to the value of the function expression. Plane height functions support relative offsets and scale facto... ion intervals. For example, the height of a floor plane might be oscillated to create a "wave like" effec
- sector_wind @xg
- rtical. Horizontal wind pushes things on the [[xy_plane]] to a given direction specified with an angle. V