Fulltext results:
- world @script:module
- type //thingId// and returns an array of [[#World.Thing]] references. #@Identifier_HTML~spawnThing~@# (... #@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... in 2D or 3D: * [350, -1000] would place the new thing on the floor at X=350, Y=-1000. * [350, -1000,
- 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
- 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
- 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... le:World#worldthing|Change momentum]] * [[ded:thing#on_touch|"On touch" and "On death" scripts]] In
- records @script:walkthrough
- like any other record. In fact, the only special thing about class instantiation is that behavior of the