Fulltext results:
- 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
- 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
- app @script:module
- d by the State definitions in Heretic's **objects.ded**. #@Identifier_HTML~setLocalQuake~@# ( #@Arg... 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~@# ( #@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 = "" Spawn State =... 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
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | fl... 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 a
- 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 th... 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... opy definitions. For example: <code> asset model.thing.ettin { material { @0 { d
- pk3 @fs
- em in your desktop or documents, so if you have a ded for jDoom, you would make folders called "Defs\jD... tructure should be like: "Defs\jDoom\Auto\yourded.ded" for wads its: "Data\jDoom\Auto\yourwad.wad". Do... 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
- ns]] that execute scripts, and (for Heretic) an [[ded:thing#ontouch|“On touch”]] script that gets run when a ... able menu labels, enhanced intermission screen, [[ded:values_for_heretic|Values]] for ammo per shot, su... for a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not b
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- mods @guide
- have them on your hard drive somewhere. The only thing you need to do is add the location of your mods t... * .wad * .deh (DeHackEd patch) * .pk3 * .ded (Doomsday-specific definitions) * .box (folder
- packages @fs
- odel]] that the renderer would use to represent a thing of a particular type. Package assets are a gener... definition could look like this: asset model.thing.possessed { path = "boblampclean.md5mesh" ... defining an asset. The asset identifier (''model.thing.possessed'') is used to declare what kind of asse... iers|Asset identifiers]] for more details. ==== DED definitions ==== Packages can contain [[:DED]]
- ded
- ne [[#Syntax|syntax]] to define everything from [[ded:generator|Particle Generators]] to [[ded:Thing]]s, in an easy to edit [[http://en.wikipedia.org/... [:XG]]. | |:::| [[ded:state|State]] | | | |:::| [[ded:thing|Thing]] | | Defines map object (mobj) types. | ^ Scripts |||| |:::| [[ded:Finale]] | | See [[ded:infine_script_reference|InFine script reference]]. | ^ Audio |||| |:::| [[ded:m
- sector_wind @xg
- ind ====== //Wind// increases the momentum of [[thing]]s inside a [[sector]]. Wind speed is defined as ... Wind Angle) at a speed of 2 (Wind Speed) ===== See also ===== * [[ded:Sector Type]] definition