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
- troubleshooting @guide
- ich alleviated some of the issues. Here are some things you can do to see what is triggering the slowdow
- 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
- 2.3 @version
- were added, allowing access to game, player, and thing properties. In addition to spawning things, one can now list things by type, check their state and flags, and perform state changes on them. Things can also have an "On death" script that gets run
- 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
- sound @ded
- case is broken) used the same sound for multiple things. In the early days, to give modders more flexibi
- 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
- 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
- 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
- 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 ([
- 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
- pk3 @fs
- e called [[http://www.7-zip.org/|7zip]]. The only thing is you'll have to choose the option make it save
- 2.2 @version
- that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run when a
- overview_of_resources_doomsday_1.x @modding
- ta2.lmp powerplant.2/ a-E2M3.lmp b-THINGS.lmp xyz.lmp</code> //#assembly// would be m... nstead of Doom's regular "e1m2". - The first thing to decide is whether you want to play the song fr... w you have the new Music definition, and the only thing left is to let the engine know which file it shou