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
- 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 current player ([
- infine_script_reference
- nd one, one being the maximum. ; ''SeeSound'' (thing-type) : Play the "see" sound of the given thing. There must be a [[:thing]] definition with a matching ID. ; ''DieSound'' (thing-type) : Play the "death" sound of the given th
- 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
- altering_and_copying_definitions
- ntents of a previously created definition. <code>Thing Mods "POSSESSED" { Spawn Health = 1000; } </c
- generator_syntax
- riggered generator]]. The value must be a defined thing ID (e.g., "PLAYER"). All type triggered generator
- 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