Fulltext results:
- core @script:module
- rns the current search path for imported Doomsday Script modules. The return value is an array: [ , /modules, /home/modules, /data... , 0, 0.9, 0.5) #@Identifier_HTML~target~@# ( ) Returns the target value of the animation. #@Identifier_HTML~value~@# ( ) Returns the current value of the animation. If the animation is not ongoing... key2 ] </code> #@Identifier_HTML~values~@# ( ) Returns the values of a dictionary as an array: <code> $ d = {'key
- reference @script
- ====== Doomsday Script reference guide ====== This article describes the Doomsday Script language and its role in [[:Doomsday 2]]. ===== Overview ===== Doomsday Script is a scripting language with features such as a class-based object system, and exceptions. It is designed
- app @script:module
- ns ===== #@Identifier_HTML~consolePlayer~@# ( ) Returns an object representing the console player ([[script:module:App#app.player|App.Player]]). #@Identifier_HTML~gamePlugin~@# ( ) Returns the identifier of the currently loaded game plugin. The return value is text, for instance for the Doom game plugin: ... one of the power-up counters of the player. The returned value is the number of 35 Hz tics that the power-up is in effect. It counts downward over time. If the returned value is positive, the corresponding power-up is curren
- world @script:module
- ~player~@# ( ) If the thing belongs to a player, returns an object representing that player (see [[script:module:App#App.Player|App.Player]]). Otherwise returns ''None''. #@Identifier_HTML~pos~@# ( ) Returns the 3D position of the thing as an array (XYZ). This po... nding box. One can add ''Thing.height()'' to the returned Z coordinate to get the top of the thing's boun
- language @script
- s of a dictionary as an array | | ''dictvalues''| returns the values of a dictionary as an array | | ''dir'' | return... | | ''eval'' | parses and executes argument as a script, returns result | | ''File'' | returns a [[Core.File]] ob... e between two Times (as seconds) | | ''typeof'' | returns type of a value as a text string | ===== Modules ===== The Doomsday Script Standard Library consists of a collection of nati
- basic_expressions @script:walkthrough
- e ''eval()'' function evaluates its argument as a script and returns the return value from it. The script gets runs in the same namespace where ''eval()'' was called. $ a = eval(""" 'arg'
- miscellaneous @script:walkthrough
- Scopes ^ ^ -> ====== Miscellaneous ====== ===== Script return value ===== In certain circumstances, it is useful to return a value from the entire script itself, and not just from a function. For example, the argument to ''eval()'' is a script whose return value is returned to the caller. The script return value is the final evaluated expression of the script. if True "I am the
- thing @ded
- it, yes'); return 'dormant'; "; The return value of the script determines what happens to the special thing afte... of these strings: ; "keep" : Do nothing — the script will likely run again on the next game tick. ; ... ence). Please note: * All features of Doomsday Script are available during this callback. * The speci... ound newlines with a single space. * The entire script is inside a DED string token, which means double
- scripting_with_stateanimator @assets
- ====== Scripting with StateAnimator ====== This page describes how [[model|3D model assets]] can be manipulated via Doomsday Script. ===== Introduction ===== The objects involved ... ng parameters, animation triggers, and any custom script functions. * **StateAnimator.** Each mobj has i... it is being initialized. StateAnimator supports scripting via the following: * In the package Info fi
- detailed_list_of_changes_in_doomsday_version_1.11 @version
- l script). When such a file is read, the embedded scripts are automatically run. This allows values to be determined by scripts. In this release the [[:scripted_info]] files are mostly used in the new UI style pack. * **doomsday.pk3** now contains **shaders.dei**, a [[:scripted_info]] file that defines GLSL shaders used in t
- records @script:walkthrough
- s ====== Records are the foundation of Doomsday Script. Each namespace and module is a record, each obje... e''), but may still be referenced by variables in scripts. A script variable may own a record, or simply reference one owned by someone else. When a record gets ... nt to other records, while others have plain data values. ===== Creation ===== There are a few alterna
- detailed_list_of_changes_in_doomsday_version_1.12 @version
- e. It is now used in various places to modify the values of script variables and cvars. * New widget: choice. All... items. * New widget: slider. Picks a numerical value within a range. * New widget: dialog. Modal or... etions. Console variables are listed with current values and commands with a brief description. * Adju... The command line can be toggled into [[:doomsday_script]] mode. * Added the command {{:cmd|rendedit}}
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- game endings should loop forever [with NoSkip => script not stopped at end] * SDL: capslock behavior t... assmobj] * multiple simultaneous "help" InFine scripts [rapidly tap F1] * update readme * WARNING... UNIT] * upon fatal error an attempt is made to return to ringzero [should simply shutdown; the implicit "unload" should not return to ringzero] * Game Menu|Hexen: character sele
- 1.9.0-beta6.8 @version
- * Mouse was grabbed even though disabled when returning from the control panel ("deng grabs mouse in l... 1103&group_id=74815&atid=542099 * "Mana giving script on Dark Crucible not functioning". http://sourcef... ACS if an attempt is made to start a non-existant script. * World timer was incremented each fractional... takes damage). Note that in deathmatch games this value is ignored when drawing the damage filter. ====
- 1.9.0-beta6.9 @version
- ing/playback is not functional. Demo support will return in a future release. * HOM is visible momentar... E. At most, twenty deferred [[actionscript|action script]] starts could be in affect at any given time. ... lly when using the sector lighting model. Default value for [[rend-light-wall-angle]] is now 1.2f as the