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... kup things will usually only have spawn states. A thing must have at least one spawn state or it will be
- 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
- 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
- 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
- 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
- altering_and_copying_definitions
- ntents of a previously created definition. <code>Thing Mods "POSSESSED" { Spawn Health = 1000; } </c
- model
- not both. Models with an ID can't be assigned to Thing States. ==== State ==== The State this model w
- music
- le because the Doomsday folder itself is the only thing that won't change from system to system. ==== C
- sector_type_syntax
- . Doomsday itself does not use this string for anything presently. ==== Flags ==== ^ Name^ Descriptio
- sound
- write their own sound definitions for almost everything these days. Several actors in the original Heret
- 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