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  • AI use tags are spawn variables found in the .def file for an entity type, which the AI looks for ...AI base script. Each value given is described by its general meaning, the spawn argument variable ranging from 0.0 to 1.0 defining the chance the AI will n
    7 KB (1,177 words) - 21:52, 16 November 2016
  • '''Q. Help! I'm having rendering & visPortal issues all over the place ... broken portals, sparkly lines, disappearing brushes, z-fighting, uneven walls, etc "'''spawn <name>'''" spawns an entity:
    51 KB (8,847 words) - 15:33, 1 July 2021
  • !align=left|spawn atdm:weapon_blackjack !align=left|spawn atdm:weapon_shortsword
    8 KB (1,270 words) - 19:00, 22 April 2024
  • ...m_relations_default' entityDef. This entity will remove itself right after spawn.'' |''An entity that will spawn/cull other entities according to the distance to the player.''
    227 KB (38,525 words) - 14:59, 13 April 2024
  • If "spotLight" is set to 1, the security camera's code will spawn a spotlight and align it with its view. This dates back to the Doom 3 days, ...args are ignored. If no valid entity of spawnclass idLight is found, it'll spawn a spotlight instead.
    23 KB (3,703 words) - 14:05, 16 July 2022
  • Currently, there are two ways to denote that an entity should be destroyed/broken upon ''death'': Depending on which spawnarg is set, different things happen when an entity is broken:
    3 KB (443 words) - 19:32, 11 February 2008
  • ...map uses up a certain amount of memory, and needs quite a bit of time to "spawn". * broken arrows or other flinders spawned when objects get destroyed
    4 KB (617 words) - 01:59, 21 October 2018
  • ...you want to save and restore the state of, but you do NOT want to actually spawn this object as an entity in the map (this would require the mappers to plac ...ing events to the class, because, from the start, we do not intend to ever spawn this class into an entity, so it does not make sense to define scripts on i
    18 KB (2,900 words) - 09:35, 30 June 2008
  • ...ew.php?id=3223 #3223]: Add ability for individual entities to randomly not spawn (Coding) (tels) ...ugs.thedarkmod.com/view.php?id=3285 #3285]: atdm:ai_townsfolk_commoner has broken skin (Def / Setup) (tels)
    24 KB (3,321 words) - 14:07, 4 February 2021
  • * [http://bugs.thedarkmod.com/view.php?id=1421 #1421]: Arrows can stick in broken arrows (Physics) * [http://bugs.thedarkmod.com/view.php?id=2234 #2234]: Weapon scrolling broken (Coding)
    13 KB (1,967 words) - 15:56, 3 February 2021
  • Moss arrows spawn blobs of moss that coat the floor under the impact. This moss is virtually Shooting a water arrow into the moss will cause it to spawn more.
    2 KB (298 words) - 22:57, 14 March 2022
  • ** E.g. Can be used to change a model to a broken model after recieving damage. * '''Spawn Entity:''' Creates an [[entity]] of the stated Entity Class at a given loca
    13 KB (2,363 words) - 12:44, 20 December 2023
  • * [http://bugs.thedarkmod.com/view.php?id=3005 #3005]: Elevators broken by nearby visportals (AI) (grayman) * [http://bugs.thedarkmod.com/view.php?id=3048 #3048]: coding for target spawn entity (Coding) (tels)
    25 KB (3,550 words) - 05:31, 4 February 2021
  • |Chance to notice the visual stim of a broken item |If set to true, this entity will bleed, e.g. spawn blood particles and decals when hurt.
    21 KB (3,553 words) - 20:23, 30 January 2024