Fulltext results:
- welcome @wiki
- create it, just edit the [[:sidebar]] page. Everything in that page will be shown in a margin column on
- 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
- world @script:module
- type //thingId// and returns an array of [[#World.Thing]] references. #@Identifier_HTML~spawnThing~@# ( #@Arg_HTML~Text,type~@#, #@Arg_HTML~Array,pos~@#, #... #@Arg_HTML~Number,flags~@# = 0 ) Spawns a new thing at the specified coordinates //pos//. The //type// must be an existing [[ded:Thing]] ID, for example "POSSESSED". The //pos// can b
- 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... 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 c... have an "On death" script that gets run when the thing dies. Bitwise operators are now available in scri
- 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
- used as indices in the ''states'' array of [[ded:thing|Thing definitions]]. The ''Defs.SDN_*'' constants are used as indices in the ''sounds'' array of [[ded:thing|Thing definitions]]. ===== Functions ===== The following return the internal index number for a give
- sound @ded
- write their own sound definitions for almost everything these days. Several actors in the original Heret
- 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
- 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... ds]] * [[.module:World#flags|Query and change thing flags]] * [[.module:World#health|Query hit po... sition, and momentum]] * [[.module:World#worldthing|Change momentum]] * [[ded:thing#on_touch|"On
- 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... kup things will usually only have spawn states. A thing must have at least one spawn state or it will be
- 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
- model @assets
- odels]]. ===== Models representing things (model.thing.*) ===== Example: asset model.thing.possessed { path = "possessed.md5mesh" } This asset defin... "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". The thing type must be one of the thing types defined in the lo