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  • 3DGE has built-in custom THING ID types. See [[THINGS]]. <h2 class="page_title">EDGE Thing Types</h2>
    1 KB (155 words) - 15:21, 28 July 2015

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  • * [[Thing Types]]
    4 KB (475 words) - 16:22, 12 November 2018
  • :* To add translucency to a thing, add 0x40000000 to Bits line of the Thing in a DeHackEd file :* SPIT_SPOT= field for things.ddf, which defines the thing type where the SHOOT_TO_SPOT attack shoots to (for the MAP30 brain shooter)
    125 KB (19,025 words) - 16:55, 12 February 2017
  • | [thing] | The first thing in the map to have this DDF name will be used as a camera to generate the i
    5 KB (782 words) - 21:44, 29 April 2016
  • ...S that causes scripts to activate upon the death or removal of a specified thing or object. This can be used not only for monsters, but players, decorations
    1 KB (226 words) - 15:19, 24 July 2016
  • | Teleport the activating thing to the tagged sector.
    22 KB (3,749 words) - 15:50, 26 July 2017
  • | If a thing is making a noise with the same singularity it will be cut. (See chainsaw).
    2 KB (371 words) - 22:03, 29 April 2016
  • ...together in the square brackets at the beginning of the commands for that thing. The map number is referred to from the map in the wadfile, or from an rts The commands that can be used to specify properties of a thing are as follows:
    30 KB (4,914 words) - 10:05, 15 July 2016
  • ...gin-top: 0.8em;">Other skins can be used. The command "MODEL_SKIN=3" in a thing or weapon definition will use the third skin --> "TROOSKN3". Up to nine ski
    5 KB (749 words) - 11:54, 31 August 2017
  • <h2 class="page_title">3DGE Thing Types</h2>
    15 KB (2,210 words) - 16:34, 4 November 2016
  • ...ap like normal linedefs, it is possible for them to clip the movement of [[thing]]s, as well as push things that block them and optionally inflict crushing ...t relates to the position at which they should be placed at runtime. These thing types are the "anchor point," with DoomEd number 3000, which must be placed
    5 KB (736 words) - 15:31, 28 July 2015
  • 3DGE has built-in custom THING ID types. See [[THINGS]]. <h2 class="page_title">EDGE Thing Types</h2>
    1 KB (155 words) - 15:21, 28 July 2015
  • [4-2-1] Thing Types [4-2-2] Thing Sizes
    172 KB (25,687 words) - 15:37, 8 June 2015
  • These are the coordinates of the Thing which created the sound, with two exceptions: MO.T represents the type of the Thing which created the sound (0 for doors).
    14 KB (2,113 words) - 15:38, 8 June 2015
  • In general the door is passable to a monster or a thing when its ceiling is at least the monster or thing's height above the floor.
    99 KB (14,319 words) - 15:39, 8 June 2015
  • - S_START: sprite lumps. Scaling can only be set by the thing definition
    9 KB (1,256 words) - 15:40, 8 June 2015
  • ...nal files (sounds, images, etc) if the DDF parameters are set to do such a thing.
    2 KB (268 words) - 15:51, 8 June 2015
  • ...which could be another script, a linedef on the map, or even a custom DDF thing or weapon using the RTS_ENABLE_TAG() action.
    1 KB (210 words) - 15:34, 3 October 2016
  • ...script which begins with "RADIUS_TRIGGER 0 0 -1". They both mean the same thing, basically "ignore where the player is".</div>
    906 bytes (157 words) - 16:48, 8 June 2015
  • ...the monster to go into when he reaches this path-node. Useful for making a thing "talk" when he gets to certain points on the map for example.
    381 bytes (66 words) - 16:57, 8 June 2015
  • ...internal playsim, so the player still has control of herself (use the RTS Thing command [[FREEZE_PLAYER]] for true cinematics).
    1 KB (214 words) - 23:55, 25 August 2015

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