Fulltext results:
- syntax @wiki
- pressing "Edit this page". If you want to try something, just use the [[playground:playground|playground]... nd <sup>superscript</sup>, too. You can mark something as <del>deleted</del> as well. You can mark something as <del>deleted</del> as well. **Paragraphs** ar... You should use forced newlines only if really needed. ===== Links ===== DokuWiki supports multiple w
- world @script:module
- #@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//... ssile is spawned. //missileId// must be a valid [[ded:Thing]] ID. #@Identifier_HTML~changeFlags~@# ( #@Arg_... position of the //self// thing. ; //type// : [[ded:Thing#ID|Thing definition ID]] of the dropped item. ; //force/... ng. #@Identifier_HTML~info~@# ( ) Returns the [[ded:Thing|definition]] of the thing. #@Identifier_HTML~mom~@# ( ) Returns the 3D mo
- troubleshooting @guide
- t log file ===== When you encounter a bug or something seems to be malfunctioning, your first place to c... version and build type, game configuration and loaded mods are included. These details may be crucial when trying to figure out what is causing the issue. ... kept in the runtime folder so just deleting everything may not be appropriate — you can for example rena
- map_object_reference @xg
- either itself, a [[sector]], another line or something else, a reference is needed. For example a switch that opens a door needs som... ome //special// action. In order to provide extended functionality, lines, [[plane]]s (floors and ceil... ary | | [[.refs:lightref_none|none]]| Refers to nothing. Has a special meaning depending on the context. ... | The original light level set when the map is loaded. | | [[.refs:lightref_current|current]]| The curr
- 2.3 @version
- net/issues/2375|Doomsday Script bindings]] 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... sequences can be redefined and new ones can be added via the [[script:module:audio#setAmbientSequence|... mage loader now supports 8-bit and run-length encoded images. * The FPS limiter setting is available
- build_tools_for_unix @devel
- d in one single (and long) command, however I divided it in to 3 seperate ones for legibility reasons. ... aries for a standard Fedora Core 6 install and anything else one might require can be obtained in the same way in case something is missing. ===== Gentoo ===== Since you're r
- defs @script:module
- are 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 foll
- sound @ded
- ====== Sound (DED) ====== A **Sound** definition is used to define the presence and in-game playback c... write their own sound definitions for almost everything these days. Several actors in the original Heret
- app @script:module
- # ( ) Returns the identifier of the currently loaded game plugin. The return value is text, for instan... te that this is also called when the game is unloaded. The ID of the loaded game mode is provided as an argument to the functions. def gameHasChanged(newGame) print "Gam
- 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~@# ( #@Arg_HTML~Number,sequenceNumber~@#, #@Arg_HTML~A... a delay. | This function can be called from a [[ded:map_info_syntax#on_setup|Map Info "On setup"]] sc
- reference @script
- module: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 = "" S... in Heretic.) [[:Script]] that gets run when the thing is touched. If set, this replaces any hardcoded logic that would have affected the thing. Example... th state is that the On death script is also provided a reference to the killer. All the normal processing of a thing's death occurs even if an On death script has bee... bles available in the script: * //self// is the thing that has been killed. * //killer// refers to th
- state @ded
- nd of the current state. It is officially recommended that if you want a thing to simply vanish after it has ran through a state... === Execute a [[console_command_reference|console command]] every time a [[thing]] enters this state.
- model @assets
- as "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 loaded game. ===== Models representing player weapons (model.weapon.*) ===== E... r height (in world space) to be equivalent to the thing's height as defined in the [[ded:Thing]] definition. ===== Materials ===== In [[version:2.0]], model materials are collections of tex
- addon_box @fs
- the author of your favorite map) * Keeps everything nice and clean ===== Anatomy ===== The high-l... there is no **Contents/** subfolder. This is intended to highlight the fact that the box itself contain... ght comprise two required [[PK3]]s, an optional [[DED]], and one [[WAD]] file. The only restriction is ... Addons in the root are optional. They will be loaded by default along with the box itself. === Extra