Fulltext results:
- 1.9.0-beta6 @version
- 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
- 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
- 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
- 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... ction may be delayed slightly. When it comes to player movement, it is entirely up to the client: only t... how input events are translated into the logical player controls that ''P_PlayerThink()'' uses. ==== Ov... controls, which tell it what kind of actions the player is currently undertaking. All of this is happenin
- 1.9.0-beta6.2 @version
- beta6.3 -> ====== Versions 1.9.0-beta6.2 ====== Second patch release for Beta 6. #@Release_HTML~2009-05... 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
- using_blender_to_create_a_model_for_doomsday @modding
- 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