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... teNum~@# ( #@Arg_HTML~Text,stateId~@# ) #@Identifier_HTML~getThingNum~@# ( #@Arg_HTML~Text,thingId~@# )
- sound @ded
- ====== 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
- 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 game. The things "spawn" state(s) defines a things default functi
- 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
- To create a PK3 in WinZip you must gather your DEDs, maps and such and make the corresponding folder... em in your desktop or documents, so if you have a ded for jDoom, you would make folders called "Defs\jDoom\". If you want to make the deds always play you need to make 3 folders. This is ... tructure should be like: "Defs\jDoom\Auto\yourded.ded" for wads its: "Data\jDoom\Auto\yourwad.wad". Do
- 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
- doomsday @guide:2.2:man
- other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://t
- readme_macos @guide:2.2
- other formats * Plain text [[definitions]] for things like map objects, finale animations, and episode... * [[assets/overview|Packages and assets]] * [[ded/ded|DED definitions and intro/finale animations]] * [[script/reference|Doomsday Script]] * [[https://t