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1.9.0-beta6 @version
53 Hits, Last modified: 8 years ago
mage actually inflicted. * After map load, the player's ready weapon would lower and then raise again. * The Mage's... apons (e.g., "give w1k2" will give to the console player weapon 1 and key 2). Health can also be given (e.g., "gi... eapons (e.g. "give w1k2" will give to the console player weapon 1 and key 2). * Added [[server-game-coop-nodam... to give individual ammos, keys and weapons (e.g. "give w1k2" will give to the console player weapon 1 and key 2).
app @script:module
34 Hits, Last modified: 5 years ago
d of ammo according to the "per shot" ammo of the player's current weapon. #@Identifier_HTML~thing~@# ( ) Returns the player mobj as a [[script:module:world#worldthing|World.Th
player_controls @devel
31 Hits, Last modified: 6 years ago
situation. For instance, the server will execute player actions (such as firing a weapon or opening a door) at the coordinates which the c... gical control, say "turn" (which dictates how the player look direction changes around the Z axis), it will receive both the current velocity of the logical control (in logical units... the absolute axis needs to be multiplied with the current elapsed time, whereas relative axes need no such ... on. Logical controls are applied to two kinds of player properties: * Absolute: for example, the view
detailed_list_of_changes_in_doomsday_version_1.9.7 @version
28 Hits, Last modified: 8 years ago
customization in mods. * Sequential cycling of player weapons using next/prev until the current weapon is fully lowered (for example, if the player owns... em to the Weapons option menu. Added [[:cvar]] [[:player-weapon-cycle-sequential]] (on by default). ===== Commo
jdoom_version_1_15_0-beta1_.4 @games
24 Hits, Last modified: 18 years ago
ive]]: number (0-NUMWEAPONS) = give an individual weapon (as if found), f = give the player the power of flight. * Changed: [[ccmd]] [[rev... kes the player look upwards when killed. * [[player-weapon-nextmode]]: Use custom order for next/previous weapon cycle. ===== HUD ===== * Added new fullscre... tatusbar**: The status bar is drawn on top of the player view (instead of underneath it) positioned centra
1.9.0-beta6.9 @version
16 Hits, Last modified: 8 years ago
ering a map after having left a previous one, the player's HUD weapon would be visible briefly before raising from the ... Climbing a step into a teleporter results in the player squating briefly after teleportation. * "Gener... e correct behavior: using the chainsaw causes the player to move toward the target. While sawing, the player is unable to back away. http://sourceforge.net/tracke
1.9.0-beta6.8 @version
15 Hits, Last modified: 8 years ago
world.com/idgames/index.php?id=2803 * When the player teleports the current view was not instantly updated due to smoothing, ... atid=542099 ==== Common code library ==== * Player view/weapon bobbing was twice as strong as it should be. http... id=74815&atid=542099 * "Heretic and HeXen: hud weapon graphics set too low". http://sourceforge.net/tra... 5&atid=542099 * Upon spawning into the map the player's viewheight would be set at zero. === Automap
bindings_1.8.6_and_1.9_betas @guide
6 Hits, Last modified: 13 years ago
{{notice|Obsolete|See [[bindings]] for the current behavior.}} [[doomsday]] uses the concept of event bindings to allow player input controls to be configured freely, to the us... runtime) used to typically control things such as player movement controls which must be responded to quic... (these events are tunneled directly to the game's player control [[responder]]).}} Binding Classes were i
detailed_list_of_changes_in_doomsday_version_1.14 @version
6 Hits, Last modified: 8 years ago
ow. * Removed invalid console variables (like "player-weapon-order8" in Heretic). ==== Renderer ==== * ... ayer menu providing an easy method of leaving the current server and displaying connection info. * State... mes now utilize an internal savegame for tracking player progress. * Recover from a failed savegame loa... ta is only extracted when needed by the UI or the current game. * Automatic, background conversion of ol
gl2_model_renderer @modding
5 Hits, Last modified: 8 years ago
ng 3D models with a ''model.thing.*'' asset. * Player weapons (psprites) use the ''model.weapon.*'' assets. * //TODO//: other kinds of model a... ular state. ==== Version 2.0 ==== * ''model.weapon.*'' for player weapons (psprites). * Animation sequence loopi
using_blender_to_create_a_model_for_doomsday @modding
5 Hits, Last modified: 8 years ago
he sequence won't load ==== orientation ==== **player weapon model** //The below settings have the player weapon model facing away from the play (what we want)// <code> fr... a" while selecting an object can fix(will set the current object scale as it is, to zero without scaling it
2.2 @version
4 Hits, Last modified: 6 years ago
an enemy’s attack. **Separate FOV for rendering player weapons.** The FOV angle for weapon 3D models is now separate from the rest of the view. This alleviates issues with weapon models not being drawn as the author intended, si
flags_reference @ded
3 Hits, Last modified: 8 years ago
from the ID number of the object is added to the current frame index of the object. Frame range must also ... groups ===== ==== hud ==== (Value = 0x2) ==== player ==== (Value = 0x4) ==== monster ==== (Value = 0x8) ==== weapon ==== (Value = 0x10) ==== ammo ==== (Value = 0x
1.11.2 @version
3 Hits, Last modified: 8 years ago
= Fixes ===== * Doom: Crash trying to give a weapon unavailable in the current game mode (e.g., cheats) * Map Renderer: Fatal... nterpretation of skill level zero * libcommon: Player movement speed inconsistensies * Hexen: Ineffe

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