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  • ...rom the back side sector portal. It's also limited to appear on front side's edge, not the back side. ...property set to true (in some editors it's called "line copies back sector's floor/ceiling portal"). You do ''not'' set the '''portal''' property: this
    4 KB (652 words) - 14:42, 19 March 2019
  • ...cognize it. If a string has C language printf() characters in it, such as %s or %d, you should be sure that your replacement string either contains the "quicksave over your game named\n\n'%s'?"
    35 KB (4,103 words) - 14:44, 3 March 2012
  • cSn change texture and sector type to model's, numeric model change cSt change texture and sector type to model's, trigger model change
    12 KB (1,470 words) - 09:07, 14 March 2012
  • Here's an example, the Sergeant's DECORATE state (from base/doom/things.edf): ...ich for any reasons must not respawn, such as individual dropped items. It's a property of the particular item, not of the entire thingtype class, so be
    10 KB (1,451 words) - 11:13, 3 May 2020
  • ...sure to either rename or delete all the EDF files currently present (as it's already completed). flags SPECIAL // Sets flags for item, which in this case means it's a collectable item.
    11 KB (1,677 words) - 14:06, 29 December 2018
  • The DeHackEd Thing block allows you to edit the properties of DOOM's map object types. Map objects are what comprise anything you see with a spr Sets a thing's maximum amount of life. It is only used for things which can be shot.
    26 KB (3,757 words) - 16:03, 29 November 2021
  • ...player speed and initial health, you can do so in mods by redefining game's default class. :Required. The avatar [[thingtype]] associated with the player class. It's usually the "player" thing of the game, with states supporting movement, at
    7 KB (1,017 words) - 05:51, 11 October 2020
  • Use of include files is critical for several purposes. First, it's unorganized and difficult to maintain EDF files when everything is put haph ...ndard, default EDF files into your own. To include the files from Eternity's ''base'' directory, use the '''stdinclude''' function:
    21 KB (3,215 words) - 14:54, 16 November 2020
  • Static special that sets a current on tagged sector(s). This is similar to [[Sector_SetWind]], but a current only affects things ...eralized '''special''' field set. Under [[UDMF]], it's 4096. Under Boom it's 512.
    1 KB (197 words) - 03:27, 25 February 2019
  • Static special that sets wind on tagged sector(s). This is similar to [[Sector_SetCurrent]], but also affects things above g ...eralized '''special''' field set. Under [[UDMF]], it's 4096. Under Boom it's 512.
    1 KB (182 words) - 03:26, 25 February 2019
  • ...ot is quite relevant. A value such as 128.0 is ''not'' the same as 128: it's actually equal to 8388608 (no decimal point). :Returns true if there's a line of sight between at least one thing tagged as source and one thing t
    7 KB (888 words) - 11:16, 2 January 2022
  • ...the UDMF article at doomwiki.org. Each game and port has its own namespace(s), for example we have these namespaces: "doom", "heretic", "hexen", "strife ...namespace can define its own set, which is typically hard-coded, though it's also possible for the user to add their own fields (which have to be preced
    14 KB (1,835 words) - 06:02, 11 February 2024
  • If a weapon info's mnemonic is not unique, the latest definition of a weapon info with that mn ...'' of this actor for [[EDF delta structures|framedelta]] compatibility. It's not required unless the intention is to make the Decorate states of this we
    12 KB (1,752 words) - 15:54, 22 July 2020
  • ...setting "comp_overunder 0" in order to work, and in addition, due to Doom's default definition of solid static decorations, it is recommended to also s ...ternity.cfg file provides user-friendly explanation on each flag and if it's allowed to be set in wads. At the end of this document there is an excerpt
    14 KB (1,654 words) - 14:35, 13 November 2021
  • Defines the type of damage inflicted by a thing. It's useful for implementing such features as damage resistance and immunity (se ==Gameplay features and codepointers which use the thing's mod field==
    4 KB (487 words) - 15:42, 22 July 2020
  • For explanation of the fields, see the sprite-based block definition's corresponding fields. :*'''NOSCREENFLASH''': if picked up, item will not flash player's screen.
    9 KB (1,266 words) - 10:32, 1 January 2022
  • ...// This declares that the following block is the thingtype's states. ...// has a finite duration (not -1), then it will disappear. otherwise it's often
    11 KB (1,474 words) - 03:48, 2 October 2016
  • IDDQD sets the player's health to 100 and toggles god mode. DQD stands for Delta-Q-Delta, a suppose These two cheats have identical functionality, which is turning off the game's clipping code for the player. This allows you to walk through walls and sol
    7 KB (1,211 words) - 04:38, 9 March 2012
  • ...l'': whether to apply displacement or accelerative scrolling, with linedef's front sector as reference: ...g: cause the tagged walls to scroll as long as this linedef's front sector's floor or ceiling is moving.
    1 KB (220 words) - 10:53, 29 December 2021
  • A ''speed'' of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of ''Change'''s purpose is to modify the floor textures of the moved sectors and to add or
    2 KB (318 words) - 09:53, 25 February 2019
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