Fulltext results:
- 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
- world @script:module
- #@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~@# ( #@Arg_HTML
- create_a_light_thing @howto
- ====== How to create a Light Thing ====== For this HOW TO, I'm going to guide you through the process of creating a new placeable Light Thing for use in your wads. Doomsday offers many ways t... or that). So what are the qualities of the light thing we are going to create? * It will be spawned ... , etc, etc... Also because we have created a NEW Thing it becomes entirely possible to create interactiv
- developer_guidelines @devel
- e scope: <code c++> class Something : public Thing { public: // Implementation ... Something(string param) : Thing(param) { // Do things } private: // Implementation details ... ope block immediately proceeding the case (''case THING: {''), or following the case statement. ==== Fl
- create_a_new_monster @howto
- Doomsday. A mobj in Doomsday is defined with a [[thing|thing definition]] and one or more [[state|states]]. The below will explain how to use these to create ... you will need to know how to create a WAD and add THINGS to it. You need to have a WAD editor capable of editing the ID number of a THING, I will be using DoomBuilder but there are many o
- model @assets
- odel|MD2/DMD models]]. ===== 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 thin
- map_object_reference @xg
- ]| All floor planes in the map. | | [[.refs:lpref_thing_exist_floors|thing_exist_floors]]| All floor planes of all sectors which currently have at least one of a mobj type within them. | | [[.refs:lpref_thing_noexist_floors|thing_noexist_floors]]| All floor planes of all sectors which currently do not have any o
- 1.9.0-beta1...4 @version
- ms: Windows, Mac OS X, and Linux. * The first thing Windows users will notice is the new installer, p... e issues are insignificant, but there are several things that can be (and will be) done to improve the cu... th the values of the last) can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions. * [[thing]]:Flags2 'mf2_radiusattacknomaxz': z dimension is
- 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
- 1.9.0-beta6 @version
- at allows using the same key/control for multiple things depending on the game and UI state (see [[listbc... * It is now possible to load a map with zero [[things]]. In this instance, a new player thing will be added to the map, located at [0, 0] on the world grid. ... exture]]s similarly to [[sprite]]s. * Changed, thing shadows are no longer drawn if the world is being
- 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 current player ([
- scripting_with_stateanimator @assets
- rsed. For example, in a model asset called "model.thing.misc3", it could look like this:<code> script { record model.thing.misc3 () def onStateChange (animator, sta... the file could look like this:<code>record model.thing.misc3 () def onStateChange (animator, state) ... xt string with the asset identifier (e.g., "model.thing.possessed"). | | ''<nowiki>__asset__</nowiki>''|
- activation_requirement @xg
- The line will only be activated if there are no THINGS of a certain type with health > 0 at the time of testing. Thing type is specified using the **Thing type** flag eg: Thing type = POSSESSED ==== no_other_use_secret ==== Only players can activate this
- infine_script_reference @ded
- 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
- 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