Fulltext results:
- sound
- ====== Sound (DED) ====== A **Sound** definition is used to define the presence and in-game playback c... case is broken) used the same sound for multiple things. In the early days, to give modders more flexibi
- thing
- ====== 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 game. The things "spawn" state(s) defines a things default functi
- state
- ====== 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
- infine_script_reference
- rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co... nd one, one being the maximum. ; ''SeeSound'' (thing-type) : Play the "see" sound of the given thing. There must be a [[:thing]] definition with a matching ID. ; ''DieSound'' (thing-type) : Play the
- music
- ====== Music (DED) ====== ===== Syntax ===== Music { Id = ""; Lump = ""; Ext = ""; ... le because the Doomsday folder itself is the only thing that won't change from system to system. ==== C
- altering_and_copying_definitions
- ntents of a previously created definition. <code>Thing Mods "POSSESSED" { Spawn Health = 1000; } </c... onditional expression can be used to instruct the DED parser to only apply the modification if the expr