Fulltext results:
- world @script:module
- order|Defs.things.order]] array. Note that the [[ded:Thing|Thing definition ID]] (a text string) can be queried by ''Thing.info().id''. =
- defs @script:module
- e provides access to the definitions read from [[:DED]] files. <code> $ dir(Defs) ⇒ [ SDN_ACTIVE, SDN_... re stored in the order they were read from the [[:DED]] files. The order is meaningful because generall... are used as indices in the ''states'' array of [[ded:thing|Thing definitions]]. The ''Defs.SDN_*'' co... are used as indices in the ''sounds'' array of [[ded:thing|Thing definitions]]. ===== Functions ===
- app @script:module
- # ( ) Returns the identifier of the currently loaded game plugin. The return value is text, for instance for the Doom game plugin: "doom" ... te that this is also called when the game is unloaded. The ID of the loaded game mode is provided as an argument to the functions. def gameHasChanged(newGame) print "Gam
- audio @script:module
- == #@Identifier_HTML~localSound~@# ( #@Arg_HTML~Text,sound~@#, #@Arg_HTML~Number,volume~@# ) Start p... itter object. //sound// must be a valid ID of a [[ded:sound|Sound definition]]. //volume// is the volum... artSound()]] to play a sound originating from a [[ded:thing]]. #@Identifier_HTML~setAmbientSequence~@... a delay. | This function can be called from a [[ded:map_info_syntax#on_setup|Map Info "On setup"]] sc
- reference
- t is not a compiled language and thus is not intended for high-performance or time-critical tasks. Game... script:module:defs#lookups|Accessing currently loaded DEDs via the Defs module]] * **Files:** * Reading/writing files and folders using File objects ... layer|Earthquake effect]] * **Things:** * [[ded:state#action|State action function]] * [[.mod
- input @script:module
- == #@Identifier_HTML~bindEvent~@# ( #@Arg_HTML~Text,eventSpec~@#, #@Arg_HTML~Text,command~@# ) Creates an [[guide:event binding]] for the provided event. Whenever the event is received, the specif
- language
- ===== ==== Built-in types ==== * Number * Text * Time * Array * Dictionary * Functio... the subrecords of a record as a dictionary | | ''Text'' | converts argument to a text string | | ''Time'' | converts argument to a Time | | ''timedelta'' | c... ds) | | ''typeof'' | returns type of a value as a text string | ===== Modules ===== The Doomsday Scri
- operator_expressions @script:walkthrough
- f Larger than 32-bit: 2.19902e+12 $ print 'Text:', 'Hello' + 'World' Text: HelloWorld $ print 'Array:', [1, 2, 3] + ['a', 'b', 'c'] Array: [ 1... 4, (2 + 6) * 45 Numbers: 2 10 360 $ print 'Text:', 'Word' * 3, 'Longword' * 3.5 Text: WordWordWord LongwordLongwordLongwordLong ===== Division/conca
- game @script:module
- == Game (Module) ====== When a game plugin is loaded, its script bindings are added to the Game module. ===== Functions ===== #@Identifier_HTML~setMessage~@# ( #@Arg_HTML~Text,message~@#, #@Arg_HTML~Number,player~@# = None )
- core @script:module
- ules, /data/net.dengine.client.pack/modules ] Loaded packages can add paths here using ''importPath'' ... , however the delay time is considered to be included in //span// so increasing the value of //delay// ... ue//. The current value of the animation is discarded before starting the animation. The transition wil... ~@# ( ) #@Identifier_HTML~locate~@# ( #@Arg_HTML~Text,relativePath~@# ) #@Identifier_HTML~metaId~@# (
- gui @script:module
- dentifier_HTML~dpiScaledImagePath~@# ( #@Arg_HTML~Text,path~@# ) Returns a version of //path// where "@2x" is appended to the end if ''DisplayMode.PIXEL_RATIO'' is 2 (a... Scales a value by //factor//. If //value// is a text string, the suffixes "pt" and "px" (point, pixel)... esult. ; //value// : Value to scale. Number or Text, may have "pt" or "px" as suffix. ; //factor//