Fulltext results:
- 1.9.0-beta6 @version
- when not in-game. * Fatal error if all of the player's weapons are changed so that they require ammo and the pl... 7911&group_id=74815). * Infinite loop when the player has no ammo of any kind and all player weapons require ammo. * Blood spawned by P_DamageMobj... 0910&group_id=74815). * Infinite loop when the player has no ammo of any kind and all player weapons require ammo. * Fatal error when attempting t... r own throwing bombs. * Infinite loop when the player has no ammo of any kind and all player weapons require ammo. * Fatal error when attempting t
- player_controls @devel
- situation. For instance, the server will execute player actions (such as firing a weapon or opening a door) at the coordinates which the c... controls, which tell it what kind of actions the player is currently undertaking. All of this is happening on game-s... 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... h clients. We could make an exception for missile weapons, so that the player experience is not negatively impacted by latency:
- app @script:module
- 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
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- customization in mods. * Sequential cycling of player weapons using next/prev until the current weapon is fully lowered (for example, if the player owns weapons one through four and four is currently readied; cycling the previous weapon three times in quick succession will select weapon one). Added "Sequential" item to the Weapons option menu. Added [[:cvar]] [[:player-weapon-cycle-sequential]] (on by default). ===== Common Code Library ===== ==== InFine ==== * Add
- model @assets
- d in the loaded game. ===== Models representing player weapons (model.weapon.*) ===== Example: asset model.weapon.wand { ... path = "wand.md5mesh" } This asset is for a player weapon model that will be drawn instead of a 2D psprite. The weapon identifiers (e.g., "wand") are defined by the gam... itions ("Weapon Info" section). You should scale weapon models so that they have 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 direction the weapon is being pointed at (away from the eye). <code>fr
- jdoom_version_1_15_0-beta1_.4 @games
- 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
- triggers @xg
- ; player_shoot : Shoot events (caused by impact weapons: fist, chainsaw, pistol, shotguns, chaingun) whose originator is a player can activate/deactivate the line. ; other_shoot : Shoot events (caused by impact weapons: fist, chainsaw, pistol, shotguns, chaingun) whose originator is not a player mobj can activate/deactivate the line. ; any_cr... kill]] flag can activate/deactivate the line. ; player_cross : Cross events (mobj origin crosses the line while moving) from player mobjs can activate/deactivate the line. ; missi
- 1.9.0-beta6.9 @version
- 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
- 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
- thing @ded
- 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... | The thing can be shot and auto-aimmed at by any weapon. | | nosector| Yes| Yes| Yes| | | noblockmap| Ye... Yes| Yes| Yes| Allows a non-flying thing (i.e the player) to travel off cliff's higher than 24 unit's. Mis
- bindings_1.8.6_and_1.9_betas @guide
- {{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
- gl2_model_renderer @modding
- 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 looping. * Animation sequence priority control. * Rende... ed). * Up to four sets of texture coordinates (currently only one set of texture coordinates per mesh is
- 1.9.0-beta6.2 @version
- or the first map. ==== jDoom ==== * Fixed: "Weapon controls wrong selection" (http://sourceforge.net... 5&atid=542099). * Fixed: Changes to [[cvar]] [[player-eyeheight]] not effective immediately. * Fixed... d=74815&atid=542099). * Fixed: "Using diffrent weapon ammo bug" (http://sourceforge.net/tracker/index.p... &atid=542099). ==== jHeretic ==== * Fixed: "Weapon controls wrong selection" (http://sourceforge.net
- 2.1 @version
- display has a 16:9 or wider aspect ratio.) Hexen player weapon sprites were not obeying the configured texture f
- combination_lock @howto
- ep space research lab with dangerous experimental weaponry hidden inside? This tutorial teaches you how to... ing to create. ==== Requirements ==== * The player should be able to manipulate the switches of the ... a switch changes state, we must check whether the current configuration activates the door. ==== Feature... ombo Lock ON Switch" Class = none Flags = player_use Flags2 = when_act | when_deact | any