Fulltext results:
- 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
- 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
- values_for_doom @ded
- lth limit. Default value is 200. ; Weapon : Weapon the player will be spawned holding (see reference table belo... rounds per shot. ; Owned : If this is "1" the player is given this weapon when spawned. ; Static : Setting this to "1" will prevent the lowering/raising of the weapon when switching (e.g., if a weapon model has raise/lower animations). However the weapon will still take t