Fulltext results:
- 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
- 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
- reference
- 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
- 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~@# ( #
- app @script:module
- the player's current weapon. #@Identifier_HTML~thing~@# ( ) Returns the player mobj as a [[script:module:world#worldthing|World.Thing]] object.
- records @script:walkthrough
- like any other record. In fact, the only special thing about class instantiation is that behavior of the