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Will use the average RGB value of the specified image as the dynamic light colour associated with the object. Useful for when you don't want to specify a hexadecimal RGB value.</td></tr>
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<tr><td>DLIGHT.COLOUR</td><td>[special]</td><td>
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This value is the colour to use for any dynamic lighting associated with the projectile. It's value takes the form of three pairs of digits in hexadecimal E.g. #RRGGBB to specify the proportion of each of the three colours in the mix. So for example #FF0000 would be pure red, #990000 would be a darker red and #FFFFFF would be a bright white. Experimentation is probably the best way to find the colour you want.</td></tr>
Identifies the projectile as a bossman (e.g. boss brain spawn cube). Explosions do little damage and there is no volume change.</td></tr>
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<tr><td>BORE</td><td>
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Missile can tunnel through enemies. Causes missiles to pass through enemies rather than blowing up on impact. Still damaging them multiple times as it goes through.</td></tr>
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<tr><td>BOUNCE</td><td>
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Object will bounce off walls and ceilings/floors, and enters BOUNCE
Stored in reverbs.ddf file or in the DDFVERB data lump.
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</p>
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reverbs.ddf allows you to associate certain sounds, objects etc. with specific flats. Each entry consists of the flats lump name as defined in the wadfile, enclosed in square brackets, plus a series of commands that specify the characteristics of how it will behave.
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</p>
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<br>
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<p>
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<B><FONTSIZE=+1>COMMANDS</font></b>
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</p>
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<p>
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The commands used for flats entries are as follows:
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