Fulltext results:
- map_info_syntax
- = 0; Sky Layer { # or "Sky Layer 1" Texture = ""; Offset = 0; Flags = flag1 | ... the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified instead, to use the associated string value. For example: ... Displayed e.g., in the console when the map is loaded. ==== Flags ==== ^ Name ^ Description | | dim
- infine_script_reference
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Coordinates and values ===... '), in the order in which they were created. - Text objects, in the order in which they were created.... ilter. Restrictions imposed by this order: * Text can't be hidden behind pictures. * Background ... icture finishes its animation sequence. ; ''WaitText'' (text-id) : Pauses the script until the speci
- syntax
- ====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp
- flag
- associated with the flag. ==== Info ==== Short text string intended for describing the flag's purpose. (Doomsday igno... Info = "The meaning of life"; } ===== See also ===== * [[flags_reference|DED flags reference]]
- 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 further details. ===== Texture groups ===== ==== smooth ==== (Value = 0x1
- generator_syntax
- NN |Render the particle as a point-sprite using a texture loaded from the "data/<game-module>/textures/" directory, where the file name is particleNN.ext. For example:
- generator_triggers
- as explosions. This trigger method should be avoided with [[thing]]s that have a loop of states (if th... eilings) with the specified flat assigned as it's texture. A generator is spawned for all planes that ma
- material_syntax
- lags = flag1 | flag2 Layer { Stage { Texture = "" Offset { 0 0 } Tics = 0... alo radius = 0.0 Flare map = "" Flare texture = 0 # deprecated } } } </cod... tifiers: * flats * sprites * system * textures The [[:material]] documentation details thei... e material dimensions need not equal those of the texture(s) used by it's [[#layer|layer]]s. Allowing th
- model
- n's Interpolate start marker (-0.333). This is needed because the 2nd definition only extends from Inte... ..1). * //<interpos-offset>//: offset factor added to **Inter**, a point calculated from world time ... set derived from the ID number of the object is added to the current frame index of the object. [[#Fram... | Lighting should be applied to the model's shiny texture (if defined). | | movpitch| Enables model's pi
- sky
- ====== Sky (DED, 1.9.7 →) ====== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = fla... Flags = flaga | flagb | flagc; Texture = ""; Offset = 0.0; Color ... his color. ==== Layer 1...2 ==== Only one of **Texture/Flat/Sprite/System** can be specified for a gi... isabled and will not be rendered. | | mask| Layer texture's color zero should be masked. | ; Texture
- sector_type_syntax
- e used instead.</note> ==== Comment ==== Intended for a textual description of what the sector type does and u... vity]] is used inside the sector. | | tagtexmove| Texture movement angle for both the ceiling and floor ... d has the line tag number specified with Act tag. Textures will scroll in the direction of the line. | |... == Ceiling fn offset ==== This number will be added to the value of the function. This is a fixed off
- episode_syntax
- s used in menus, status messages and any other context in which the episode is presented to the user. ... (support for other image resource types will be added later). ==== Menu Shortcut ==== A keyboard sho... o the relevant menu item when invoked. In this context, shortcuts are described in "event-descriptor" no
- values
- ====== Values (DED) ====== The Values block allows modifying many of the values used internally in a g... an internal patch to be replaced with a string of text. You can also define new values but the engine i... |Other key = Hello ===== See also ===== * [[ded:Values for Doom]] * [[ded:Values for Heretic]] * [[ded:Values for Hexen]]
- text
- ====== Text (DED) ====== Defines a text string. Do not change the order of existing Text definitions; always add new definitions to the end of... he indices are assigned based on the order of the Text definitions. Text { ID = "DD_STRNG";
- light
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]... size etc etc. If you want to attach a light to a texture or flat please check the section on texture [[decoration]]s as the method used for that is slightly ... e to use lightmaps in place of the standard light texture, this makes it possible to limit the direction