Fulltext results:
- state
- lay during this state. Note that while the actual sprite frames are letter coded, here you enter a number. If you want to use the A frame of the TROO sprite, you would enter 0 in this field. If you want to ... eft, 5 is back and 7 right. You can also set the sprite to be full bright here by offsetting the frame nu... parsed as a script and executed when a thing or psprite enters the state. Variables available in the scri
- model
- n's Interpolate start marker (-0.333). This is needed because the 2nd definition only extends from Inte... fset = 0.0; Offset XYZ { 0.0 0.0 0.0 }; Sprite = ""; Sprite frame = 0; Shadow radius = 0; Sub # A sub-model begins. 'Md2' can be used ... ..1). * //<interpos-offset>//: offset factor added to **Inter**, a point calculated from world time
- light
- fullbright. To do this the value 32768 must be added to [[modding:sprite|Sprite]] frame number in the [[modding:state|State]] def... state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:stat... e [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The engine calculates the properties
- sprite
- ====== Sprite (DED) ====== ===== Syntax ===== Sprite { ID = ""; # Name of the sprite. Must be four characters long. Sprite # frame lump names always begin with a sprite ID. }
- generator_syntax
- a point. | |texNN |Render the particle as a point-sprite using a texture loaded from the "data/<game-module>/textures/" directory
- sky
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = fla... ==== Layer 1...2 ==== Only one of **Texture/Flat/Sprite/System** can be specified for a given layer. If m... : Name of the [[flat]] to use for this layer. ; Sprite : Name of the [[sprite_frame]] to use for this layer. ; System : Name of a system texture to use fo
- infine_script_reference
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co... ial location of the image. This is not usually needed since the default initial location is (0,0) and i... om]]. It's most commonly used by the sprites (all sprite frames as patches). Patches can have transparent