Fulltext results:
- syntax @wiki
- pressing "Edit this page". If you want to try something, just use the [[playground:playground|playground]... nd <sup>superscript</sup>, too. You can mark something as <del>deleted</del> as well. You can mark something as <del>deleted</del> as well. **Paragraphs** ar... rowspan syntax those cells should not contain anything else. ^ Heading 1 ^ Heading 2
- welcome @wiki
- create it, just edit the [[:sidebar]] page. Everything in that page will be shown in a margin column on
- world @script:module
- d. ===== Functions ===== #@Identifier_HTML~listThings~@# ( #@Arg_HTML~Text,thingId~@# ) Searches the map for all things of type //thingId// and returns an array of [[#World.Thing]] references. #@Identifier_HTML~spawnThing
- troubleshooting @guide
- t log file ===== When you encounter a bug or something seems to be malfunctioning, your first place to c... kept in the runtime folder so just deleting everything may not be appropriate — you can for example rena... ich alleviated some of the issues. Here are some things you can do to see what is triggering the slowdow... ly increase if you turn and face a wall so that nothing but the wall is visible? This would indicate the
- map_object_reference @xg
- either itself, a [[sector]], another line or something else, a reference is needed. For example a switch... ary | | [[.refs:lightref_none|none]]| Refers to nothing. Has a special meaning depending on the context. ... Summary | | [[.refs:lref_none|none]]| Refers to nothing. Has a special meaning depending on the context. ... ummary | | [[.refs:lpref_none|none]]| Refers to nothing. Has a special meaning depending on the context.
- 2.3 @version
- were added, allowing access to game, player, and thing properties. In addition to spawning things, one can now list things by type, check their state and flags, and perform state changes on them. Things can also have an "On death" script that gets run
- build_tools_for_unix @devel
- aries for a standard Fedora Core 6 install and anything else one might require can be obtained in the same way in case something is missing. ===== Gentoo ===== Since you're r
- defs @script:module
- pInfos, materials, models, musics, skies, states, things ] </code> ===== Lookups ===== Each collectio... various lookup tables and indices: $ dir(Defs.things) ⇒ [ idLookup, nameLookup, order ] For examp... at maps IDs to definition records. <code> $ Defs.things.idLookup['possessed'] ⇒ __order__: 1 custom:... as ''<nowiki>__order__</nowiki>''. $ len(Defs.things.order) ⇒ 140 $ Defs.things.order[1].id ⇒ P
- sound @ded
- 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
- app @script:module
- the player's current weapon. #@Identifier_HTML~thing~@# ( ) Returns the player mobj as a [[script:module:world#worldthing|World.Thing]] object.
- audio @script:module
- UD sound effects. Use [[script:module:world#World.Thing|World.Thing.startSound()]] to play a sound originating from a [[ded:thing]]. #@Identifier_HTML~setAmbientSequence~@# ( #
- reference @script
- code and objects. Scripting is used for several things internally, for example managing engine configur... with_stateanimator|Initializing the animator of a thing (onInit)]] * [[assets:scripting_with_stateanimator|When receiving damage or when the thing state changes]] * [[assets:model#timelines|At... [.module:App#App.Player|Earthquake effect]] * **Things:** * [[ded:state#action|State action functio
- thing @ded
- ====== 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 @ded
- 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