Fulltext results:
- thing @ded
- n Time = 0 Pain Chance = 0 Spawn Health = 0 Speed = 0.0 Radius = 0.0 Height = 0.0 Mass = 0 ... e played every time the thing tries to attack the player in melee. ==== Reaction Time ==== A forced del... how long a bad guy will take to first attack the player after being alerted. Note that this is canceled o... anish if it doesn't have any death states. ==== Speed ==== How far a thing moves in the game world dur
- model @assets
- d in the loaded game. ===== Models representing player weapons (model.weapon.*) ===== Example: asset... path = "wand.md5mesh" } This asset is for a player weapon model that will be drawn instead of a 2D p... e an appropriate size in world units (compared to player height, for example). ===== Common metadata for... defines the "forward" direction of the model. For player weapon models, the front vector defines the direc
- plane_move @xg:class
- hard coded to 10 damage per tic regardless of the speed of the plane movement (Fp1). <li> pmf_abort_a: will activate the l... tor type ID number.</ul></html> | | Fp0| | Float| Move speed as units per (35 Hz) tic. A speed of 2 will move the plane 70 units per second. | | Fp1| | Float| Move speed while crushing, as units per tic. | | Fp2| | Floa... ore than one sector is being affected. | ===== Speeds of original Doom plane movements ===== A reference for when one wishes thei
- player_controls @devel
- ction may be delayed slightly. When it comes to player movement, it is entirely up to the client: only the cl... e, the view angles. * 1-D Vector: for example, movement speeds for front, right, and up axes (values between -1... they've hit a mobj. * Server should pass the player pos/mov/dir info along to other clients so that they can do the full movement prediction on their own (the goal is to try to make the remote players move similarly as local ones; smoothly and without sud
- sector_type @ded
- the appearance that the floor is moving and will move the player with it. ===== See also ===== * [[xg:sector
- examples @xg
- ==== <code> Line Type { ID = 5070 Flags = player_use Flags2 = when_act | any Class = wall_te... _FACE1" } </code> The line can be activated with player Use events. Game mode and skill level have no eff... icker Flags2 = when_act | any Class = plane_move Type = timed_off Count = 1 Time = 1 T... Ticker tics = 5 Texmove angle = 90 Texmove speed = 1 Ip0 = "lpref_my_floor" Ip2 = "spref_low
- 1.9.0-beta6 @version
- on map load. This led to HOM in the sky until the player moved, if said player was in the void at the end of the last map. * Algorithm used for determining the posi... 99&aid=1983920&group_id=74815). * Until a mobj moved, the angle of all models used by it was incorrec... ted console ==== * Fatal error when trying to move the Doomsday Console whilst in dedicated console
- 1.9.0-beta6.8 @version
- atid=542099) * Clipping issues with mobjs vs T_MovePoly-type polyobjects (e.g., the pushing wall trap... world.com/idgames/index.php?id=2803 * When the player teleports the current view was not instantly updated due to smoothing, resulting in the player momentarily looking in the wrong direction. * ... id=2868214&group_id=74815&atid=542099 * "Thing speed misinterpretation (HACX)". http://sourceforge.net
- 1.9.0-beta6.9 @version
- s not centered vertically on each character. * Movement of the player's viewpoint when riding moving platforms suggested the player was squating. * "Double press input events" ht... e correct behavior: using the chainsaw causes the player to move toward the target. While sawing, the player is un... correct behavior: using the gauntlets causes the player to move toward the target. The player is unable to back away. http://sourceforge.net/tracker/index.php?func=detai
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- works in singleplayer also. * Changed maximum movement speed for camera players, allowing them to move almost twice as fast as non-camera players when running. ===== DOOM ===== * Changed the default colors for the menu... not [[:cvar]] [[:hud-keys-combine]] (e.g., if the player owns both the Blue Keycard and the Blue Skull the... customization in mods. * Sequential cycling of player weapons using next/prev until the current weapon
- 1.11.2 @version
- nterpretation of skill level zero * libcommon: Player movement speed inconsistensies * Hexen: Ineffective Speed Boots * XG: Incorrect handling of dummy lines ===== S
- infine_script_reference @ded
- Scrolling means that the object is automatically moved upwards. (speed) is the number of 35 Hz tics in which the object moves upward one pixel. If (speed) is zero, the scrolling is stopped. At the speed of 1, the object will move upwards 35 pixels per second. That is the fastest speed you can achieve using this command. Note that you can scroll the text howeve... 'Rate'' (text-id) (rate-tics) : Set the typing speed of the specified text object. The typing rate is
- using_blender_to_create_a_model_for_doomsday @modding
- out missing animation ===== Calculating "thing" speed ===== Objects.ded from libdoom.pk3 said <code>ID = "SERGEANT" Speed = 10;</code> And another string said <code>ID = "... e Demon walk cycle lasts 8*2=16 game tics, and it moves 10*8=80 world units per walk cycle or (35/16)*80... scale. Now you can animate Demon model to have a speed of ???175??? Blender's metric units per second. Y
- generator_syntax @ded
- mobjs involved in the operation, so that positive speed values will make the particles move away from the inflictor (in the direction of the ... city). | | srcdir| State/Type triggered: Particle movement vector is rotated using source's direction an... for lava, water, etc..., special effects. | ==== Speed ==== Initial speed for new particles. ==== Speed Rnd ==== Randomness of initial particle speed [0..1]:
- sector_type_syntax @ded
- ent max interval = 0.0 Wind angle = 0.0 Wind speed = 0.0 Vertical wind = 0.0 Ceiling texmove angle = 0.0 Ceiling texmove speed = 0.0 Floor texmove angle = 0.0 Floor texmove speed = 0.0 Ceiling chain = 0 Ceiling chain flags ... s used inside the sector. | | tagtexmove| Texture movement angle for both the ceiling and floor planes i