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,
- 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 c... have an "On death" script that gets run when the thing dies. Bitwise operators are now available in scri
- 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 @script
- 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
- 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... kup things will usually only have spawn states. A thing must have at least one spawn state or it will be
- 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
- odels]]. ===== 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 thing type must be one of the thing types defined in the lo
- 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
- 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
- mods @guide
- have them on your hard drive somewhere. The only thing you need to do is add the location of your mods t