Fulltext results:
- thing
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn State = "" See State = "" Pain State = "" Melee State = "" Missile State = "" Crash State = "" Death State = "" X
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | flagb | flagc; S... e = 0; Tics = 0; Action = ""; Next State = ""; Execute = ""; } ==== Id ==== The name of the state, case sensitive. Contrary to the uniformity of th
- infine_script_reference
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co... tinue from the first frame of the sequence. ; ''States'' (pic-id) (state-id) (count) : Append (count) frames to the specified picture's animation sequence, starting from the the state (state-id). For example:<code>States mo BOSS_RUN1
- syntax
- | [[include|IncludeIf]]| Include the specified //.DED// file if the conditional statement is **true**. | | [[skip|SkipIf]]| Skip the re... e describes the extent of zero or more definition statements which apply to a named [[ded#Definition_types|definition type]]. Syntax examp... e <attribute> <identifier> { //... Definition statements ...// } ==== Attributes ==== Attributes... havior of the parser when interpreting definition statements within the scope. ^ Keyword ^ Description |
- 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... o make it easier to animate objects with just one State. ===== Model groups ===== ==== hud ==== (Val
- generator
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsyst... he specified map begins. | | [[generator_triggers#State_triggered|State]]| Spawn a generator when a [[mobj]] enters the specified [[state]]. | | [[generator_triggers#Type_triggered|Type]]
- 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... ion:1.15]] (by translating these definitions into DED format at runtime). Although MAPINFO supports so
- header
- Version = 6 } ===== About DED versions ===== In DED version 5, there must be a semicolon after each statement, including blocks inside definition blocks. I
- light
- her 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 properties defined here will # be used. Flags =
- altering_and_copying_definitions
- eak green glow to Doom's nukage barrel. Light { State = "BAR1"; Flags = nohalo; Color { .2 .4 .22 }... ize = 0.21; Y Offset = -6; } # Barrels use two states - copy the previous definition 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