Fulltext results:
- thing
- difference to a script action in the Death/Xdeath state is that the On death script is also provided a reference to the killer. All the normal process
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | flagb | f... = The frame of the sprite to display during this state. Note that while the actual sprite frames are letter coded, here you enter a number. If you want to use the... ply vanish when it reaches the end of the current state. It is officially recommended that if you want a thing to simply vanish after it has ran through a state or series of states that you enter "NULL" in this
- light
- fullbright. To do this the value 32768 must be added to [[modding:sprite|Sprite]] frame number in the [[modding:state|State]] definition other wise no light will be rendered. The [[modding:state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:stat... ot fullbright you will need to copy the [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The eng... ngs are only available with dynamic lights State = "" # The State with which the light prope
- model
- ges the meaning of [[#Interpolate]]. This is intended to make it easier to animate objects with just one [[state]]. | ==== Skin tics ==== Skin cycle: this man... based on the sprite and frame associated with the State of this model. ==== Shadow radius ==== With th
- generator_syntax
- <code> [Copy] Generator { State = ""; Flat = ""; Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; ... d = ""; Hit Volume = 1.0; } } </code> ==== State ==== Makes this a [[state triggered generator]]. Whenever a mobj is set to this state, a new particle generator is spawned. If the spaw
- flags_reference
- ====== DED flags reference ====== This page is a complete listing of all Doomsday flags usable in DED definitions. Note that Doomsday Engine plugins (... their own purposes, which are also accessible via DED. Consult the documentation of the plugin for furt... set derived from the ID number of the object is added to the current frame index of the object. Frame r
- episode
- ====== Episode (DED) ====== An //Episode// definition specifies the properties of a playable episode c... l times between the various maps in the hub. Game state is automatically saved in the other maps of the h... e. In any case, the target map must still be included in the episode definition. ===== Episode defini... riginally introduced by Hexen and then later expanded by other Doom source ports. Support for the Hexen
- 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... t frame of the sequence. ; ''States'' (pic-id) (state-id) (count) : Append (count) frames to the spe... cture's animation sequence, starting from the the state (state-id). For example:<code>States mo BOSS_RUN1
- generator
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsyst... to "trigger" the generators to be spawned when needed. A generator must have a source to be able to cre... he specified map begins. | | [[generator_triggers#State_triggered|State]]| Spawn a generator when a [[mobj]] enters the specified [[state]]. | | [[generator_tri
- generator_triggers
- ====== Particle generator triggers ====== ===== State triggered ===== //State// triggering means that the generator is spawned when any [[mobj]] enters the [[state]] the generator has been associated with. The mob... question will become the source of the generator. State triggering is especially useful with "one time" e
- altering_and_copying_definitions
- eak green glow to Doom's nukage barrel. Light { State = "BAR1"; Flags = nohalo; Color { .2 .4 .22 }... n and add a subtle flicker effect. Copy Light { State = "BAR2"; Size = 0.22; } </code> ===== Mods =... onditional expression can be used to instruct the DED parser to only apply the modification if the expr
- episode_syntax
- (support for other image resource types will be added later). ==== Menu Shortcut ==== A keyboard sho... case the items the players have collected and the state of all maps within the hub will be remembered.