Fulltext results:
- thing
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn St... ee/Pain... State ==== A [[state]] defines what a thing will be doing and looks like at any given time in game. The things "spawn" state(s) defines a things default functi
- state
- Action ==== The action to be performed when a [[thing]] enters this state. Each game plugin defines its... string are parsed as a script and executed when a thing or psprite enters the state. Variables available in the script: * //self// refers to the thing itself, or the player mobj in case of a psprite action ([[script:module:world#worldthing|World.Thing]]) * //player// refers to the curre
- infine_script_reference
- n only occurs while the script is waiting for something. Otherwise the script commands are executed one a... nes that begin with the hash character (#), or anything that begins with ''#>'' and ends in ''<#''. The ... an't be scrolled. * Filter always affects everything. ===== Commands ===== ==== Control flow ====... of the script will continue non-interactively. Nothing happens even if the player presses a key or a but
- generator_triggers
- ns. This trigger method should be avoided with [[thing]]s that have a loop of states (if the [[generator... or#Limitations|active generator limit]]). ===== Thing type triggered ===== All //thing type// triggered generators are spawned at the beginning of a level. Each thing type triggered generator definition gets its own
- sector_type_syntax
- . Doomsday itself does not use this string for anything presently. ==== Flags ==== ^ Name^ Description | | crush| The sector will crush things that don't fit inside it after moving a plane wi... ==== Vertical wind speed. Positive speed lifts things upward, negative one pushes them down. The unit
- generator_syntax
- riggered generator]]. The value must be a defined thing ID (e.g., "PLAYER"). All type triggered generator... Particle loses all its momentum when it hits something (in the direction of the collision).\\ 1 = Partic
- model
- not both. Models with an ID can't be assigned to Thing States. ==== State ==== The State this model w... -scaling: specifies the sprite and frame to scale things by. If not given, auto-scaling is done based on
- sound
- write their own sound definitions for almost everything these days. Several actors in the original Heret... case is broken) used the same sound for multiple things. In the early days, to give modders more flexibi
- altering_and_copying_definitions
- ntents of a previously created definition. <code>Thing Mods "POSSESSED" { Spawn Health = 1000; } </c
- music
- le because the Doomsday folder itself is the only thing that won't change from system to system. ==== C
- syntax
- scape sequence). <code>Property = "path\\to\\something"; </code> For this reason it is generally better
- values
- t the engine itself doesn't use the values for anything. You can think of the Values definition as a regi