rich_is_bored@Posted: Mon Mar 20, 2006 4:42 pm    Post subject: : For some reason the main page of the wiki doesn't load correctly when linked but if it's accessed from any other part of the wiki it will.

Try http://www.modwiki.net/wiki/Doom_3 and then navigate to the main page.
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Learn something today? Why not write an article about it on modwiki.net?



iceheart@Posted: Mon Mar 20, 2006 5:12 pm    Post subject: : Strange, the wiki works for me if you go to a link inside it (like the one rich just posted), something is occasionally weird with the front page though.

I'm not going to update the old doom3reference.com site with anything, I just keep it around as a service, since it has some info not on the wiki and also the CHM on there.
_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



Rockn-Roll@Posted: Mon Mar 20, 2006 10:06 pm    Post subject: : OK, the Doom_3 page finally loaded, but it was soooooo slow. Well, at least it's there. I do see that the wiki has examples, but they are one liners which is simply an example syntax. How about some functional examples so we can really see how to use them like with the example I gave? Would you like me to put together some examples? I can provide functional examples for perhaps a dozen script events...even create a map and script file for download.

As a novice scripter and level designer (can't call myself a beginner since I've written a map for nearly every single player id game engine since doom2 even though I can't call myself intermediate since I have yet to go past just one map) an example where the script function is actually used would help me a lot more than just a syntax example. For example, $my_entity.setKey("kung", "fu"); is just not as helpful as my tmpent.setKey("locked",0); example is it?

Now, I don't mean that the examples should be as confusing as the ones Microsoft puts in their MSDN library...if you've tried to use the MSDN you would know what I mean. I mean that the example should include how the object is obtained, like with getEntity() and be shown in a working context.


Last edited by Rockn-Roll on Mon Mar 20, 2006 10:08 pm; edited 1 time in total



iceheart@Posted: Mon Mar 20, 2006 10:07 pm    Post subject: : Anyone can register and edit wiki pages, so feel free to do that as much as you want.
_________________
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www.modwiki.net - wiki resource for all Doom 3 engine-based games.



Rockn-Roll@Posted: Tue Mar 21, 2006 12:19 am    Post subject: : Oh! I didn't know that's what a wiki is?!?!? I must have missed that board meeting (I miss a lot of thim since I've been playing doom3 et la.

I'm there now grinding away on the Quake4 system events.



iceheart@Posted: Tue Mar 21, 2006 12:51 am    Post subject: : Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!
_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



The Happy Friar@Posted: Tue Mar 21, 2006 2:39 am    Post subject: :
iceheart wrote:
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!


i promise I'll get that D3 particle system stuff done eventuatly.. just so much to do & no time to do it in!
_________________
I've got my own Webpage, do-da, do-da!
If people put 1/20th the effort in to looking things up they put in to their user name, this forum would be pretty dead!



rich_is_bored@Posted: Tue Mar 21, 2006 6:52 am    Post subject: : You could probably attribute some of the inactivity on the wiki to the blank page problem.

I mean, if I was presented with the blank page and didn't know otherwise I'd probably assume the wiki was down.

I'd love to try and troubleshoot the problem but I know so little about what resolves the problem it's hard to determine what causes it to occur. I'm baffled as to why the main page loads properly after visiting other pages.

I have an idea for a possible workaround but I'd hate to see it implemented because it's like patching a leak with a band-aid. Anyway, you could try changing the main page to some "dummy" article and having that article redirect to the main page.

Bleh. Ugly hack. Confused
_________________
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Learn something today? Why not write an article about it on modwiki.net?



iceheart@Posted: Sun Jul 09, 2006 2:02 am    Post subject: : Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.
_________________
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www.modwiki.net - wiki resource for all Doom 3 engine-based games.



Shikamaru@Posted: Sun Jul 09, 2006 3:40 am    Post subject: : nice Confused
_________________
You learn something new everyday.........at Doom3World.org Smile



iceheart@Posted: Thu Aug 12, 2004 5:49 pm    Post subject: Complete Doom 3 script, command and cvar reference!: UPDATED JULY 9

http://www.modwiki.net

Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.


Last edited by iceheart on Sun Jul 09, 2006 2:02 am; edited 3 times in total



rich_is_bored@Posted: Thu Aug 12, 2004 5:50 pm    Post subject: : Thanks. Stickied and Linked to in my tuts. Smile
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Learn something today? Why not write an article about it on modwiki.net?



iceheart@Posted: Thu Aug 12, 2004 5:51 pm    Post subject: : That was fast Smile


MikeCook@Posted: Thu Aug 12, 2004 9:06 pm    Post subject: : Excellent job!


Hell Byte@Posted: Thu Aug 12, 2004 11:59 pm    Post subject: : Wow nice! Did you write a parser for that?
_________________
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iceheart@Posted: Fri Aug 13, 2004 12:06 am    Post subject: : A search+replace replacing spaces with tabs did so much wonders for excel, then just a little cut-n-paste and cleaning up was needed and then mysql swallowed it whole.


MikeCook@Posted: Fri Aug 13, 2004 5:52 pm    Post subject: : iceheart, this is extremely helpful.


foo-bar@Posted: Sat Aug 14, 2004 3:20 pm    Post subject: : Nice resource Smile

I am using it to work on my Wiki. I have come across a few problems though (in the Actors category) where the comment you put from doom_events.script does not match up with the actual comment. For example: your getPainAnim page. Just thought I would point that out so you could fix it. There are a few other pages with this problem, all under the Actors category.



iceheart@Posted: Sat Aug 14, 2004 5:20 pm    Post subject: : Oops, fixed Smile

Thanks!



iceheart@Posted: Sat Aug 14, 2004 5:28 pm    Post subject: : BTW if you want all the info in a more digestible format, here are the CSV files I made.


foo-bar@Posted: Sat Aug 14, 2004 5:30 pm    Post subject: : Thanks. Maybe that will make things easier for me Smile


Daaave@Posted: Mon Aug 16, 2004 7:10 am    Post subject: : Excellent, thanks a bunch!

I'm a bit annoyed that some of the events don't have comments for explanations, I suppose you can always find out by testing it or whatever.



iceheart@Posted: Thu Aug 12, 2004 5:49 pm    Post subject: Complete Doom 3 script, command and cvar reference!: UPDATED JULY 9

http://www.modwiki.net

Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.


Last edited by iceheart on Sun Jul 09, 2006 2:02 am; edited 3 times in total



rich_is_bored@Posted: Thu Aug 12, 2004 5:50 pm    Post subject: : Thanks. Stickied and Linked to in my tuts. Smile
_________________
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Learn something today? Why not write an article about it on modwiki.net?



iceheart@Posted: Thu Aug 12, 2004 5:51 pm    Post subject: : That was fast Smile


MikeCook@Posted: Thu Aug 12, 2004 9:06 pm    Post subject: : Excellent job!


Hell Byte@Posted: Thu Aug 12, 2004 11:59 pm    Post subject: : Wow nice! Did you write a parser for that?
_________________
"The time flies. The time flies feed on rotting clocks." -Craig Clevenger, Dermaphoria



iceheart@Posted: Fri Aug 13, 2004 12:06 am    Post subject: : A search+replace replacing spaces with tabs did so much wonders for excel, then just a little cut-n-paste and cleaning up was needed and then mysql swallowed it whole.


MikeCook@Posted: Fri Aug 13, 2004 5:52 pm    Post subject: : iceheart, this is extremely helpful.


foo-bar@Posted: Sat Aug 14, 2004 3:20 pm    Post subject: : Nice resource Smile

I am using it to work on my Wiki. I have come across a few problems though (in the Actors category) where the comment you put from doom_events.script does not match up with the actual comment. For example: your getPainAnim page. Just thought I would point that out so you could fix it. There are a few other pages with this problem, all under the Actors category.



iceheart@Posted: Sat Aug 14, 2004 5:20 pm    Post subject: : Oops, fixed Smile

Thanks!



iceheart@Posted: Sat Aug 14, 2004 5:28 pm    Post subject: : BTW if you want all the info in a more digestible format, here are the CSV files I made.


foo-bar@Posted: Sat Aug 14, 2004 5:30 pm    Post subject: : Thanks. Maybe that will make things easier for me Smile


Daaave@Posted: Mon Aug 16, 2004 7:10 am    Post subject: : Excellent, thanks a bunch!

I'm a bit annoyed that some of the events don't have comments for explanations, I suppose you can always find out by testing it or whatever.



iceheart@Posted: Sun Nov 21, 2004 10:29 pm    Post subject: : Down ATM unfortunately, the server died on me Sad.
_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



iceheart@Posted: Wed Nov 24, 2004 2:09 am    Post subject: : Aaaand, up again Smile.
_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



iceheart@Posted: Tue Feb 01, 2005 11:16 pm    Post subject: : Down again unfortunately... somehow the entire install got corrupted from powering down the system, and also my windows cd seems to be conveniently broken. I LOVE COMPUTERS!
_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



iceheart@Posted: Tue Mar 08, 2005 3:18 pm    Post subject: : The offline CHM has been updated and is now fully indexed and full-text searchable.
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www.modwiki.net - wiki resource for all Doom 3 engine-based games.



rich_is_bored@Posted: Tue Mar 08, 2005 3:26 pm    Post subject: : Very nice. Smile
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Learn something today? Why not write an article about it on modwiki.net?



fleabay@Posted: Mon Nov 07, 2005 2:45 am    Post subject: : All I get with the chm is an index with "the page cannot be displayed" on every item.

It also stretchs across my 3 monitors eveytime I open it, can I fix that?



iceheart@Posted: Mon Nov 07, 2005 2:46 am    Post subject: : I have no idea what that could be, I just tried downloading it and it works fine, have you tried deleting the file and downloading it again?
_________________
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www.modwiki.net - wiki resource for all Doom 3 engine-based games.



rich_is_bored@Posted: Mon Nov 07, 2005 3:11 am    Post subject: : On a similar note, have you sorted out how to get this working with the wiki?

Not trying to rush you. I just think it would be really kick ass to offer an "offline" version.
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fleabay@Posted: Mon Nov 07, 2005 4:29 am    Post subject: :
iceheart wrote:
I have no idea what that could be, I just tried downloading it and it works fine, have you tried deleting the file and downloading it again?


Still no go. I have XP/SP2 and I get a security notice when I use the CHM asking "Do you want to open this file?"

Maybe XP firewall is blocking it. Are you using XP/SP2?



Mn@Posted: Sat Jan 21, 2006 5:31 pm    Post subject: : The link is broken....... Sad
_________________
Doom doom doom doom doom Quake 4



iceheart@Posted: Sat Jan 21, 2006 6:23 pm    Post subject: : The server is in a foul mood and is currently unavailable.
_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



Blacksmith1@Posted: Mon Jan 30, 2006 9:17 pm    Post subject: : The link is not working. is this info availbe anywhere else?


rich_is_bored@Posted: Mon Mar 20, 2006 4:42 pm    Post subject: : For some reason the main page of the wiki doesn't load correctly when linked but if it's accessed from any other part of the wiki it will.

Try http://www.modwiki.net/wiki/Doom_3 and then navigate to the main page.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



iceheart@Posted: Mon Mar 20, 2006 5:12 pm    Post subject: : Strange, the wiki works for me if you go to a link inside it (like the one rich just posted), something is occasionally weird with the front page though.

I'm not going to update the old doom3reference.com site with anything, I just keep it around as a service, since it has some info not on the wiki and also the CHM on there.
_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



Rockn-Roll@Posted: Mon Mar 20, 2006 10:06 pm    Post subject: : OK, the Doom_3 page finally loaded, but it was soooooo slow. Well, at least it's there. I do see that the wiki has examples, but they are one liners which is simply an example syntax. How about some functional examples so we can really see how to use them like with the example I gave? Would you like me to put together some examples? I can provide functional examples for perhaps a dozen script events...even create a map and script file for download.

As a novice scripter and level designer (can't call myself a beginner since I've written a map for nearly every single player id game engine since doom2 even though I can't call myself intermediate since I have yet to go past just one map) an example where the script function is actually used would help me a lot more than just a syntax example. For example, $my_entity.setKey("kung", "fu"); is just not as helpful as my tmpent.setKey("locked",0); example is it?

Now, I don't mean that the examples should be as confusing as the ones Microsoft puts in their MSDN library...if you've tried to use the MSDN you would know what I mean. I mean that the example should include how the object is obtained, like with getEntity() and be shown in a working context.


Last edited by Rockn-Roll on Mon Mar 20, 2006 10:08 pm; edited 1 time in total



iceheart@Posted: Mon Mar 20, 2006 10:07 pm    Post subject: : Anyone can register and edit wiki pages, so feel free to do that as much as you want.
_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



Rockn-Roll@Posted: Tue Mar 21, 2006 12:19 am    Post subject: : Oh! I didn't know that's what a wiki is?!?!? I must have missed that board meeting (I miss a lot of thim since I've been playing doom3 et la.

I'm there now grinding away on the Quake4 system events.



iceheart@Posted: Tue Mar 21, 2006 12:51 am    Post subject: : Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!
_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



The Happy Friar@Posted: Tue Mar 21, 2006 2:39 am    Post subject: :
iceheart wrote:
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!


i promise I'll get that D3 particle system stuff done eventuatly.. just so much to do & no time to do it in!
_________________
I've got my own Webpage, do-da, do-da!
If people put 1/20th the effort in to looking things up they put in to their user name, this forum would be pretty dead!



rich_is_bored@Posted: Tue Mar 21, 2006 6:52 am    Post subject: : You could probably attribute some of the inactivity on the wiki to the blank page problem.

I mean, if I was presented with the blank page and didn't know otherwise I'd probably assume the wiki was down.

I'd love to try and troubleshoot the problem but I know so little about what resolves the problem it's hard to determine what causes it to occur. I'm baffled as to why the main page loads properly after visiting other pages.

I have an idea for a possible workaround but I'd hate to see it implemented because it's like patching a leak with a band-aid. Anyway, you could try changing the main page to some "dummy" article and having that article redirect to the main page.

Bleh. Ugly hack. Confused
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



iceheart@Posted: Sun Jul 09, 2006 2:02 am    Post subject: : Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.
_________________
Staff
www.modwiki.net - wiki resource for all Doom 3 engine-based games.



Shikamaru@Posted: Sun Jul 09, 2006 3:40 am    Post subject: : nice Confused
_________________
You learn something new everyday.........at Doom3World.org Smile



iceheart@Posted: Thu Aug 12, 2004 6:49 pm :
UPDATED JULY 9

http://www.modwiki.net

Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



rich_is_bored@Posted: Thu Aug 12, 2004 6:50 pm :
Thanks. Stickied and Linked to in my tuts. :)



iceheart@Posted: Thu Aug 12, 2004 6:51 pm :
That was fast :)



MikeCook@Posted: Thu Aug 12, 2004 10:06 pm :
Excellent job!



Hell Byte@Posted: Fri Aug 13, 2004 12:59 am :
Wow nice! Did you write a parser for that?



iceheart@Posted: Fri Aug 13, 2004 1:06 am :
A search+replace replacing spaces with tabs did so much wonders for excel, then just a little cut-n-paste and cleaning up was needed and then mysql swallowed it whole.



MikeCook@Posted: Fri Aug 13, 2004 6:52 pm :
iceheart, this is extremely helpful.



foo-bar@Posted: Sat Aug 14, 2004 4:20 pm :
Nice resource :)

I am using it to work on my Wiki. I have come across a few problems though (in the Actors category) where the comment you put from doom_events.script does not match up with the actual comment. For example: your getPainAnim page. Just thought I would point that out so you could fix it. There are a few other pages with this problem, all under the Actors category.



iceheart@Posted: Sat Aug 14, 2004 6:20 pm :
Oops, fixed :)

Thanks!



iceheart@Posted: Sat Aug 14, 2004 6:28 pm :
BTW if you want all the info in a more digestible format, here are the CSV files I made.



foo-bar@Posted: Sat Aug 14, 2004 6:30 pm :
Thanks. Maybe that will make things easier for me :)



Daaave@Posted: Mon Aug 16, 2004 8:10 am :
Excellent, thanks a bunch!

I'm a bit annoyed that some of the events don't have comments for explanations, I suppose you can always find out by testing it or whatever.



iceheart@Posted: Fri Sep 17, 2004 8:53 pm :
Moved the page to it's final location, please update your bookmarks and posts to reflect the new URL.



zeh@Posted: Fri Sep 17, 2004 9:25 pm :
Great name. Now to wait for google to catch it.. :)



iceheart@Posted: Sun Oct 31, 2004 11:07 am :
cvarlist updated to 1.1 cvars, just noticed that it had changed :).



Eutectic@Posted: Mon Nov 08, 2004 10:09 am :
iceheart,

I only briefly checked the doom3reference site a couple of times but I never could interpret the way the command syntax is stated. It looks more like the name of the command function in the game source code itself than the actual command usage syntax to me. For example, wouldn't something like...

Code:
Syntax:

void activate( entity activator )


...be a lot more useful if expressed along the lines of something like?....

Syntax:

$entityname.activate($activator);


Just a suggestion.



rich_is_bored@Posted: Mon Nov 08, 2004 10:14 am :
He's using a traditional format for command references. It works like this...

Code:
void activate( entity activator )


  • void - Data type this function returns
  • activate - The name of the command
  • entity - The data type expected of the parameter
  • activator - A one-word description of the parameter

An example would be the place where something like ...

Code:
$entityname.activate($activator);


... would be best suited.



iceheart@Posted: Mon Nov 08, 2004 6:36 pm :
Rich is completely correct, just a clarification on "What this function returns", it's the return data type more specifically.

And yes, I'm going to write a "help" section some time :).



rich_is_bored@Posted: Mon Nov 08, 2004 9:39 pm :
Fixed. :P



Eutectic@Posted: Tue Nov 09, 2004 6:30 am :
All right, thanks for the explanation and clarification guys :)



rich_is_bored@Posted: Mon Mar 20, 2006 5:42 pm :
For some reason the main page of the wiki doesn't load correctly when linked but if it's accessed from any other part of the wiki it will.

Try http://www.modwiki.net/wiki/Doom_3 and then navigate to the main page.



iceheart@Posted: Mon Mar 20, 2006 6:12 pm :
Strange, the wiki works for me if you go to a link inside it (like the one rich just posted), something is occasionally weird with the front page though.

I'm not going to update the old doom3reference.com site with anything, I just keep it around as a service, since it has some info not on the wiki and also the CHM on there.



Rockn-Roll@Posted: Mon Mar 20, 2006 11:06 pm :
OK, the Doom_3 page finally loaded, but it was soooooo slow. Well, at least it's there. I do see that the wiki has examples, but they are one liners which is simply an example syntax. How about some functional examples so we can really see how to use them like with the example I gave? Would you like me to put together some examples? I can provide functional examples for perhaps a dozen script events...even create a map and script file for download.

As a novice scripter and level designer (can't call myself a beginner since I've written a map for nearly every single player id game engine since doom2 even though I can't call myself intermediate since I have yet to go past just one map) an example where the script function is actually used would help me a lot more than just a syntax example. For example, $my_entity.setKey("kung", "fu"); is just not as helpful as my tmpent.setKey("locked",0); example is it?

Now, I don't mean that the examples should be as confusing as the ones Microsoft puts in their MSDN library...if you've tried to use the MSDN you would know what I mean. I mean that the example should include how the object is obtained, like with getEntity() and be shown in a working context.



iceheart@Posted: Mon Mar 20, 2006 11:07 pm :
Anyone can register and edit wiki pages, so feel free to do that as much as you want.



Rockn-Roll@Posted: Tue Mar 21, 2006 1:19 am :
Oh! I didn't know that's what a wiki is?!?!? I must have missed that board meeting (I miss a lot of thim since I've been playing doom3 et la.

I'm there now grinding away on the Quake4 system events.



iceheart@Posted: Tue Mar 21, 2006 1:51 am :
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!



The Happy Friar@Posted: Tue Mar 21, 2006 3:39 am :
iceheart wrote:
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!


i promise I'll get that D3 particle system stuff done eventuatly.. just so much to do & no time to do it in!



rich_is_bored@Posted: Tue Mar 21, 2006 7:52 am :
You could probably attribute some of the inactivity on the wiki to the blank page problem.

I mean, if I was presented with the blank page and didn't know otherwise I'd probably assume the wiki was down.

I'd love to try and troubleshoot the problem but I know so little about what resolves the problem it's hard to determine what causes it to occur. I'm baffled as to why the main page loads properly after visiting other pages.

I have an idea for a possible workaround but I'd hate to see it implemented because it's like patching a leak with a band-aid. Anyway, you could try changing the main page to some "dummy" article and having that article redirect to the main page.

Bleh. Ugly hack. :?



iceheart@Posted: Sun Jul 09, 2006 3:02 am :
Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



Shikamaru@Posted: Sun Jul 09, 2006 4:40 am :
nice :?



iceheart@Posted: Thu Aug 12, 2004 5:49 pm :
UPDATED JULY 9

http://www.modwiki.net

Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



rich_is_bored@Posted: Thu Aug 12, 2004 5:50 pm :
Thanks. Stickied and Linked to in my tuts. :)



iceheart@Posted: Thu Aug 12, 2004 5:51 pm :
That was fast :)



MikeCook@Posted: Thu Aug 12, 2004 9:06 pm :
Excellent job!



Hell Byte@Posted: Thu Aug 12, 2004 11:59 pm :
Wow nice! Did you write a parser for that?



iceheart@Posted: Fri Aug 13, 2004 12:06 am :
A search+replace replacing spaces with tabs did so much wonders for excel, then just a little cut-n-paste and cleaning up was needed and then mysql swallowed it whole.



MikeCook@Posted: Fri Aug 13, 2004 5:52 pm :
iceheart, this is extremely helpful.



foo-bar@Posted: Sat Aug 14, 2004 3:20 pm :
Nice resource :)

I am using it to work on my Wiki. I have come across a few problems though (in the Actors category) where the comment you put from doom_events.script does not match up with the actual comment. For example: your getPainAnim page. Just thought I would point that out so you could fix it. There are a few other pages with this problem, all under the Actors category.



iceheart@Posted: Sat Aug 14, 2004 5:20 pm :
Oops, fixed :)

Thanks!



iceheart@Posted: Sat Aug 14, 2004 5:28 pm :
BTW if you want all the info in a more digestible format, here are the CSV files I made.



foo-bar@Posted: Sat Aug 14, 2004 5:30 pm :
Thanks. Maybe that will make things easier for me :)



Daaave@Posted: Mon Aug 16, 2004 7:10 am :
Excellent, thanks a bunch!

I'm a bit annoyed that some of the events don't have comments for explanations, I suppose you can always find out by testing it or whatever.



iceheart@Posted: Fri Sep 17, 2004 7:53 pm :
Moved the page to it's final location, please update your bookmarks and posts to reflect the new URL.



zeh@Posted: Fri Sep 17, 2004 8:25 pm :
Great name. Now to wait for google to catch it.. :)



iceheart@Posted: Sun Oct 31, 2004 10:07 am :
cvarlist updated to 1.1 cvars, just noticed that it had changed :).



Eutectic@Posted: Mon Nov 08, 2004 9:09 am :
iceheart,

I only briefly checked the doom3reference site a couple of times but I never could interpret the way the command syntax is stated. It looks more like the name of the command function in the game source code itself than the actual command usage syntax to me. For example, wouldn't something like...

Code:
Syntax:

void activate( entity activator )


...be a lot more useful if expressed along the lines of something like?....

Syntax:

$entityname.activate($activator);


Just a suggestion.



rich_is_bored@Posted: Mon Nov 08, 2004 9:14 am :
He's using a traditional format for command references. It works like this...

Code:
void activate( entity activator )


  • void - Data type this function returns
  • activate - The name of the command
  • entity - The data type expected of the parameter
  • activator - A one-word description of the parameter

An example would be the place where something like ...

Code:
$entityname.activate($activator);


... would be best suited.



iceheart@Posted: Mon Nov 08, 2004 5:36 pm :
Rich is completely correct, just a clarification on "What this function returns", it's the return data type more specifically.

And yes, I'm going to write a "help" section some time :).



rich_is_bored@Posted: Mon Nov 08, 2004 8:39 pm :
Fixed. :P



Eutectic@Posted: Tue Nov 09, 2004 5:30 am :
All right, thanks for the explanation and clarification guys :)



rich_is_bored@Posted: Mon Mar 20, 2006 5:42 pm :
For some reason the main page of the wiki doesn't load correctly when linked but if it's accessed from any other part of the wiki it will.

Try http://www.modwiki.net/wiki/Doom_3 and then navigate to the main page.



iceheart@Posted: Mon Mar 20, 2006 6:12 pm :
Strange, the wiki works for me if you go to a link inside it (like the one rich just posted), something is occasionally weird with the front page though.

I'm not going to update the old doom3reference.com site with anything, I just keep it around as a service, since it has some info not on the wiki and also the CHM on there.



Rockn-Roll@Posted: Mon Mar 20, 2006 11:06 pm :
OK, the Doom_3 page finally loaded, but it was soooooo slow. Well, at least it's there. I do see that the wiki has examples, but they are one liners which is simply an example syntax. How about some functional examples so we can really see how to use them like with the example I gave? Would you like me to put together some examples? I can provide functional examples for perhaps a dozen script events...even create a map and script file for download.

As a novice scripter and level designer (can't call myself a beginner since I've written a map for nearly every single player id game engine since doom2 even though I can't call myself intermediate since I have yet to go past just one map) an example where the script function is actually used would help me a lot more than just a syntax example. For example, $my_entity.setKey("kung", "fu"); is just not as helpful as my tmpent.setKey("locked",0); example is it?

Now, I don't mean that the examples should be as confusing as the ones Microsoft puts in their MSDN library...if you've tried to use the MSDN you would know what I mean. I mean that the example should include how the object is obtained, like with getEntity() and be shown in a working context.



iceheart@Posted: Mon Mar 20, 2006 11:07 pm :
Anyone can register and edit wiki pages, so feel free to do that as much as you want.



Rockn-Roll@Posted: Tue Mar 21, 2006 1:19 am :
Oh! I didn't know that's what a wiki is?!?!? I must have missed that board meeting (I miss a lot of thim since I've been playing doom3 et la.

I'm there now grinding away on the Quake4 system events.



iceheart@Posted: Tue Mar 21, 2006 1:51 am :
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!



The Happy Friar@Posted: Tue Mar 21, 2006 3:39 am :
iceheart wrote:
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!


i promise I'll get that D3 particle system stuff done eventuatly.. just so much to do & no time to do it in!



rich_is_bored@Posted: Tue Mar 21, 2006 7:52 am :
You could probably attribute some of the inactivity on the wiki to the blank page problem.

I mean, if I was presented with the blank page and didn't know otherwise I'd probably assume the wiki was down.

I'd love to try and troubleshoot the problem but I know so little about what resolves the problem it's hard to determine what causes it to occur. I'm baffled as to why the main page loads properly after visiting other pages.

I have an idea for a possible workaround but I'd hate to see it implemented because it's like patching a leak with a band-aid. Anyway, you could try changing the main page to some "dummy" article and having that article redirect to the main page.

Bleh. Ugly hack. :?



iceheart@Posted: Sun Jul 09, 2006 3:02 am :
Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



Shikamaru@Posted: Sun Jul 09, 2006 4:40 am :
nice :?



iceheart@Posted: Thu Aug 12, 2004 6:49 pm :
UPDATED JULY 9

http://www.modwiki.net

Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



rich_is_bored@Posted: Thu Aug 12, 2004 6:50 pm :
Thanks. Stickied and Linked to in my tuts. :)



iceheart@Posted: Thu Aug 12, 2004 6:51 pm :
That was fast :)



MikeCook@Posted: Thu Aug 12, 2004 10:06 pm :
Excellent job!



Hell Byte@Posted: Fri Aug 13, 2004 12:59 am :
Wow nice! Did you write a parser for that?



iceheart@Posted: Fri Aug 13, 2004 1:06 am :
A search+replace replacing spaces with tabs did so much wonders for excel, then just a little cut-n-paste and cleaning up was needed and then mysql swallowed it whole.



MikeCook@Posted: Fri Aug 13, 2004 6:52 pm :
iceheart, this is extremely helpful.



foo-bar@Posted: Sat Aug 14, 2004 4:20 pm :
Nice resource :)

I am using it to work on my Wiki. I have come across a few problems though (in the Actors category) where the comment you put from doom_events.script does not match up with the actual comment. For example: your getPainAnim page. Just thought I would point that out so you could fix it. There are a few other pages with this problem, all under the Actors category.



iceheart@Posted: Sat Aug 14, 2004 6:20 pm :
Oops, fixed :)

Thanks!



iceheart@Posted: Sat Aug 14, 2004 6:28 pm :
BTW if you want all the info in a more digestible format, here are the CSV files I made.



foo-bar@Posted: Sat Aug 14, 2004 6:30 pm :
Thanks. Maybe that will make things easier for me :)



Daaave@Posted: Mon Aug 16, 2004 8:10 am :
Excellent, thanks a bunch!

I'm a bit annoyed that some of the events don't have comments for explanations, I suppose you can always find out by testing it or whatever.



iceheart@Posted: Fri Sep 17, 2004 8:53 pm :
Moved the page to it's final location, please update your bookmarks and posts to reflect the new URL.



zeh@Posted: Fri Sep 17, 2004 9:25 pm :
Great name. Now to wait for google to catch it.. :)



iceheart@Posted: Sun Oct 31, 2004 11:07 am :
cvarlist updated to 1.1 cvars, just noticed that it had changed :).



Eutectic@Posted: Mon Nov 08, 2004 10:09 am :
iceheart,

I only briefly checked the doom3reference site a couple of times but I never could interpret the way the command syntax is stated. It looks more like the name of the command function in the game source code itself than the actual command usage syntax to me. For example, wouldn't something like...

Code:
Syntax:

void activate( entity activator )


...be a lot more useful if expressed along the lines of something like?....

Syntax:

$entityname.activate($activator);


Just a suggestion.



rich_is_bored@Posted: Mon Nov 08, 2004 10:14 am :
He's using a traditional format for command references. It works like this...

Code:
void activate( entity activator )


  • void - Data type this function returns
  • activate - The name of the command
  • entity - The data type expected of the parameter
  • activator - A one-word description of the parameter

An example would be the place where something like ...

Code:
$entityname.activate($activator);


... would be best suited.



iceheart@Posted: Mon Nov 08, 2004 6:36 pm :
Rich is completely correct, just a clarification on "What this function returns", it's the return data type more specifically.

And yes, I'm going to write a "help" section some time :).



rich_is_bored@Posted: Mon Nov 08, 2004 9:39 pm :
Fixed. :P



Eutectic@Posted: Tue Nov 09, 2004 6:30 am :
All right, thanks for the explanation and clarification guys :)



iceheart@Posted: Sun Nov 21, 2004 11:29 pm :
Down ATM unfortunately, the server died on me :(.



iceheart@Posted: Wed Nov 24, 2004 3:09 am :
Aaaand, up again :).



iceheart@Posted: Wed Feb 02, 2005 12:16 am :
Down again unfortunately... somehow the entire install got corrupted from powering down the system, and also my windows cd seems to be conveniently broken. I LOVE COMPUTERS!



iceheart@Posted: Tue Mar 08, 2005 4:18 pm :
The offline CHM has been updated and is now fully indexed and full-text searchable.



rich_is_bored@Posted: Tue Mar 08, 2005 4:26 pm :
Very nice. :)



fleabay@Posted: Mon Nov 07, 2005 3:45 am :
All I get with the chm is an index with "the page cannot be displayed" on every item.

It also stretchs across my 3 monitors eveytime I open it, can I fix that?



iceheart@Posted: Mon Nov 07, 2005 3:46 am :
I have no idea what that could be, I just tried downloading it and it works fine, have you tried deleting the file and downloading it again?



rich_is_bored@Posted: Mon Nov 07, 2005 4:11 am :
On a similar note, have you sorted out how to get this working with the wiki?

Not trying to rush you. I just think it would be really kick ass to offer an "offline" version.



fleabay@Posted: Mon Nov 07, 2005 5:29 am :
iceheart wrote:
I have no idea what that could be, I just tried downloading it and it works fine, have you tried deleting the file and downloading it again?


Still no go. I have XP/SP2 and I get a security notice when I use the CHM asking "Do you want to open this file?"

Maybe XP firewall is blocking it. Are you using XP/SP2?



Mn@Posted: Sat Jan 21, 2006 6:31 pm :
The link is broken....... :(



iceheart@Posted: Sat Jan 21, 2006 7:23 pm :
The server is in a foul mood and is currently unavailable.



Blacksmith1@Posted: Mon Jan 30, 2006 10:17 pm :
The link is not working. is this info availbe anywhere else?



iceheart@Posted: Tue Jan 31, 2006 1:42 am :
No, but in time it will be available again.



SnoopJeDi@Posted: Tue Jan 31, 2006 1:55 am :
If it's cvars you're looking for, Upset Chaps has a Doom 3 guide.

If you know exactly what you're looking for on the wiki, you could try Google Cache, but that seems not to work for me at the moment.



Blacksmith1@Posted: Mon Feb 06, 2006 6:48 pm :
I am looking for Information in general. I have D/l'd every tut I can find for scripting in D3, and am now in the proccess of banging my head against the wall trying to understand it. :wink:



Rockn-Roll@Posted: Mon Mar 20, 2006 12:06 am :
I've been using the chm package of the referance and it has helped me a lot. One thing I would like to suggest though, is that not all of the script functions work with every entity. Quake4 includes a file named events.script in the scripts folder which includes a header for each grouping to indicate which functions will work with which entities. Keep up the good work!



iceheart@Posted: Mon Mar 20, 2006 12:26 am :
I don't remember how the CHM is laid out, but on the site and (more up-to-date) the wiki has the events arranged after which entities they'll work on.



Hemebond@Posted: Mon Mar 20, 2006 7:41 am :
Is the wiki suppose to be anything other than blank? 'Cause that's what I get. Blank.



iceheart@Posted: Mon Mar 20, 2006 1:54 pm :
Something is fishy with the front page, this one should work:

http://www.modwiki.net/wiki/Doom_3



Rockn-Roll@Posted: Mon Mar 20, 2006 4:56 pm :
I get a "could not display page" result from that link. I have yet to be able to see anything on the modwiki.net domain other than this:

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META http-equiv=Content-Type content="text/html; charset=windows-1252"></HEAD>
<BODY></BODY></HTML>

which is basically a blank page.

On another note...if I was to do some actual work and provide some improvements on some of the functions, like the ones I just succeeded on using thanks to you, then would it be best for me to edit the HTML and then post it here?

For example the following:

<HTML>
<HEAD>
<TITLE>
getEntity
</TITLE>
<LINK HREF="styles.css" tppabs="http://www.doom3reference.com/styles/styles.css" REL="stylesheet" TYPE="text/css">
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=ISO-8859-1">
</HEAD>
<BODY BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000CC" VLINK="#CC0000" CLASS="text">
<BLOCKQUOTE>
<TABLE WIDTH="900" BORDER="0" CELLPADDING="0" CELLSPACING="0" BGCOLOR="#000000">
<TR>
<TD><TABLE WIDTH="100%" BORDER="0" CELLSPACING="1" CELLPADDING="2">
<TR>
<TD BGCOLOR="#CCCCCC"><BLOCKQUOTE CLASS="textBig"><B>The Doom 3 Reference Page</B></BLOCKQUOTE></TD>
</TR>
<TR>
<TD BGCOLOR="#FFFFFF"><BLOCKQUOTE CLASS="textMenu">-- <A HREF="index.php.htm" tppabs="http://www.doom3reference.com/offline/index.php">reference</A>

--</BLOCKQUOTE></TD>
</TR>
<TR>
<TD BGCOLOR="#FFFFFF"><BLOCKQUOTE>
<B><FONT SIZE="6">getEntity</FONT></B>
<P></P>
<P><B>Syntax:</B></P>
<BLOCKQUOTE>
<P><FONT SIZE="2"> <I>entity</I> getEntity(<I> string</I> name )</FONT></BLOCKQUOTE>
<P><B>Description:</B></P>
<P><FONT SIZE="2"><B>doom_events.script says:</B></FONT></P>
<BLOCKQUOTE><P><FONT SIZE="2">// Returns a reference to the entity with the specified name.</FONT></P></BLOCKQUOTE>
<P><B><FONT SIZE="2">We say: </FONT></B></P>
<BLOCKQUOTE><P><FONT SIZE="2">Remember that this is a system event that is called with "sys." only, and not with an entity!</FONT></P></BLOCKQUOTE>
<P><B>Examples:</B></P>
<BLOCKQUOTE><P><FONT SIZE="2">
Create a func_static brush and select models/mapobjects/strogg/doors/generic/prison/innerframe_double.lwo as it's model, then create 2 func_door

brushes and select models/mapobjects/strogg/doors/generic/prison/door_right.lwo and models/mapobjects/strogg/doors/generic/prison/door_left.lwo for

their models. Next put the double door together and set the door move directions 180 degrees apart for example if one door has a movedir of o then

the other door should have a movedir of 180 or if one is 90 then the other should be 270, etc. Then set the lockeced key to 1 so that the doors are

initially locked. It is also a good idea to set the triggerOpened key of each door to the other door so that if one is opened then the other will

also open. Now create a trigger_once brush and place it where you can trigger it and set it's callFunction key to openDoor. Add the following to

your script file.
<P>
<li>void openDoor()
<li>{
<li>&nbsp;entity tmpent;
<li>&nbsp;tmpent=sys.getEntity("func_static_1");
<li>&nbsp;tmpent.setShaderParm(7,1);
<li>&nbsp;tmpent=sys.getEntity("func_door_1");
<li>&nbsp;tmpent.setKey("locked",0);
<li>&nbsp;tmpent=sys.getEntity("func_door_2");
<li>&nbsp;tmpent.setKey("locked",0);
<li>&nbsp;sys.println("door is open");
<li>}
<P>
</FONT></BLOCKQUOTE>
<P><FONT SIZE="2"></FONT></P>
</BLOCKQUOTE><P><A HREF="show.php-index=fileScript.htm" tppabs="http://www.doom3reference.com/offline/show.php?index=fileScript">Back to the .script

reference listing</A></BLOCKQUOTE><P>&nbsp;</P>
</DIV></TD>
</TR>
<TR>
<TD BGCOLOR="#FFFFFF" CLASS="textCopyright">All information on this page is public domain, but if you use it somewhere please give credit. Page design

and code &copy; <A HREF="mailto:johan@stroms.biz">iceheart</A> 2004-2005. </TD>
</TR>
</TABLE></TD>
</TR>
</TABLE>
</BLOCKQUOTE>
</BODY>
</HTML>

I wanted to use the formating that rich_is_bored used with his examples, but now I can't find the page...it would be nice to have both until the wiki has examples and is actually working.



rich_is_bored@Posted: Mon Mar 20, 2006 5:42 pm :
For some reason the main page of the wiki doesn't load correctly when linked but if it's accessed from any other part of the wiki it will.

Try http://www.modwiki.net/wiki/Doom_3 and then navigate to the main page.



iceheart@Posted: Mon Mar 20, 2006 6:12 pm :
Strange, the wiki works for me if you go to a link inside it (like the one rich just posted), something is occasionally weird with the front page though.

I'm not going to update the old doom3reference.com site with anything, I just keep it around as a service, since it has some info not on the wiki and also the CHM on there.



Rockn-Roll@Posted: Mon Mar 20, 2006 11:06 pm :
OK, the Doom_3 page finally loaded, but it was soooooo slow. Well, at least it's there. I do see that the wiki has examples, but they are one liners which is simply an example syntax. How about some functional examples so we can really see how to use them like with the example I gave? Would you like me to put together some examples? I can provide functional examples for perhaps a dozen script events...even create a map and script file for download.

As a novice scripter and level designer (can't call myself a beginner since I've written a map for nearly every single player id game engine since doom2 even though I can't call myself intermediate since I have yet to go past just one map) an example where the script function is actually used would help me a lot more than just a syntax example. For example, $my_entity.setKey("kung", "fu"); is just not as helpful as my tmpent.setKey("locked",0); example is it?

Now, I don't mean that the examples should be as confusing as the ones Microsoft puts in their MSDN library...if you've tried to use the MSDN you would know what I mean. I mean that the example should include how the object is obtained, like with getEntity() and be shown in a working context.



iceheart@Posted: Mon Mar 20, 2006 11:07 pm :
Anyone can register and edit wiki pages, so feel free to do that as much as you want.



Rockn-Roll@Posted: Tue Mar 21, 2006 1:19 am :
Oh! I didn't know that's what a wiki is?!?!? I must have missed that board meeting (I miss a lot of thim since I've been playing doom3 et la.

I'm there now grinding away on the Quake4 system events.



iceheart@Posted: Tue Mar 21, 2006 1:51 am :
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!



The Happy Friar@Posted: Tue Mar 21, 2006 3:39 am :
iceheart wrote:
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!


i promise I'll get that D3 particle system stuff done eventuatly.. just so much to do & no time to do it in!



rich_is_bored@Posted: Tue Mar 21, 2006 7:52 am :
You could probably attribute some of the inactivity on the wiki to the blank page problem.

I mean, if I was presented with the blank page and didn't know otherwise I'd probably assume the wiki was down.

I'd love to try and troubleshoot the problem but I know so little about what resolves the problem it's hard to determine what causes it to occur. I'm baffled as to why the main page loads properly after visiting other pages.

I have an idea for a possible workaround but I'd hate to see it implemented because it's like patching a leak with a band-aid. Anyway, you could try changing the main page to some "dummy" article and having that article redirect to the main page.

Bleh. Ugly hack. :?



iceheart@Posted: Sun Jul 09, 2006 3:02 am :
Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



Shikamaru@Posted: Sun Jul 09, 2006 4:40 am :
nice :?



iceheart@Posted: Thu Aug 12, 2004 5:49 pm :
UPDATED JULY 9

http://www.modwiki.net

Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



rich_is_bored@Posted: Thu Aug 12, 2004 5:50 pm :
Thanks. Stickied and Linked to in my tuts. :)



iceheart@Posted: Thu Aug 12, 2004 5:51 pm :
That was fast :)



MikeCook@Posted: Thu Aug 12, 2004 9:06 pm :
Excellent job!



Hell Byte@Posted: Thu Aug 12, 2004 11:59 pm :
Wow nice! Did you write a parser for that?



iceheart@Posted: Fri Aug 13, 2004 12:06 am :
A search+replace replacing spaces with tabs did so much wonders for excel, then just a little cut-n-paste and cleaning up was needed and then mysql swallowed it whole.



MikeCook@Posted: Fri Aug 13, 2004 5:52 pm :
iceheart, this is extremely helpful.



foo-bar@Posted: Sat Aug 14, 2004 3:20 pm :
Nice resource :)

I am using it to work on my Wiki. I have come across a few problems though (in the Actors category) where the comment you put from doom_events.script does not match up with the actual comment. For example: your getPainAnim page. Just thought I would point that out so you could fix it. There are a few other pages with this problem, all under the Actors category.



iceheart@Posted: Sat Aug 14, 2004 5:20 pm :
Oops, fixed :)

Thanks!



iceheart@Posted: Sat Aug 14, 2004 5:28 pm :
BTW if you want all the info in a more digestible format, here are the CSV files I made.



foo-bar@Posted: Sat Aug 14, 2004 5:30 pm :
Thanks. Maybe that will make things easier for me :)



Daaave@Posted: Mon Aug 16, 2004 7:10 am :
Excellent, thanks a bunch!

I'm a bit annoyed that some of the events don't have comments for explanations, I suppose you can always find out by testing it or whatever.



iceheart@Posted: Fri Sep 17, 2004 7:53 pm :
Moved the page to it's final location, please update your bookmarks and posts to reflect the new URL.



zeh@Posted: Fri Sep 17, 2004 8:25 pm :
Great name. Now to wait for google to catch it.. :)



iceheart@Posted: Sun Oct 31, 2004 10:07 am :
cvarlist updated to 1.1 cvars, just noticed that it had changed :).



Eutectic@Posted: Mon Nov 08, 2004 9:09 am :
iceheart,

I only briefly checked the doom3reference site a couple of times but I never could interpret the way the command syntax is stated. It looks more like the name of the command function in the game source code itself than the actual command usage syntax to me. For example, wouldn't something like...

Code:
Syntax:

void activate( entity activator )


...be a lot more useful if expressed along the lines of something like?....

Syntax:

$entityname.activate($activator);


Just a suggestion.



rich_is_bored@Posted: Mon Nov 08, 2004 9:14 am :
He's using a traditional format for command references. It works like this...

Code:
void activate( entity activator )


  • void - Data type this function returns
  • activate - The name of the command
  • entity - The data type expected of the parameter
  • activator - A one-word description of the parameter

An example would be the place where something like ...

Code:
$entityname.activate($activator);


... would be best suited.



iceheart@Posted: Mon Nov 08, 2004 5:36 pm :
Rich is completely correct, just a clarification on "What this function returns", it's the return data type more specifically.

And yes, I'm going to write a "help" section some time :).



rich_is_bored@Posted: Mon Nov 08, 2004 8:39 pm :
Fixed. :P



Eutectic@Posted: Tue Nov 09, 2004 5:30 am :
All right, thanks for the explanation and clarification guys :)



rich_is_bored@Posted: Mon Mar 20, 2006 5:42 pm :
For some reason the main page of the wiki doesn't load correctly when linked but if it's accessed from any other part of the wiki it will.

Try http://www.modwiki.net/wiki/Doom_3 and then navigate to the main page.



iceheart@Posted: Mon Mar 20, 2006 6:12 pm :
Strange, the wiki works for me if you go to a link inside it (like the one rich just posted), something is occasionally weird with the front page though.

I'm not going to update the old doom3reference.com site with anything, I just keep it around as a service, since it has some info not on the wiki and also the CHM on there.



Rockn-Roll@Posted: Mon Mar 20, 2006 11:06 pm :
OK, the Doom_3 page finally loaded, but it was soooooo slow. Well, at least it's there. I do see that the wiki has examples, but they are one liners which is simply an example syntax. How about some functional examples so we can really see how to use them like with the example I gave? Would you like me to put together some examples? I can provide functional examples for perhaps a dozen script events...even create a map and script file for download.

As a novice scripter and level designer (can't call myself a beginner since I've written a map for nearly every single player id game engine since doom2 even though I can't call myself intermediate since I have yet to go past just one map) an example where the script function is actually used would help me a lot more than just a syntax example. For example, $my_entity.setKey("kung", "fu"); is just not as helpful as my tmpent.setKey("locked",0); example is it?

Now, I don't mean that the examples should be as confusing as the ones Microsoft puts in their MSDN library...if you've tried to use the MSDN you would know what I mean. I mean that the example should include how the object is obtained, like with getEntity() and be shown in a working context.



iceheart@Posted: Mon Mar 20, 2006 11:07 pm :
Anyone can register and edit wiki pages, so feel free to do that as much as you want.



Rockn-Roll@Posted: Tue Mar 21, 2006 1:19 am :
Oh! I didn't know that's what a wiki is?!?!? I must have missed that board meeting (I miss a lot of thim since I've been playing doom3 et la.

I'm there now grinding away on the Quake4 system events.



iceheart@Posted: Tue Mar 21, 2006 1:51 am :
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!



The Happy Friar@Posted: Tue Mar 21, 2006 3:39 am :
iceheart wrote:
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!


i promise I'll get that D3 particle system stuff done eventuatly.. just so much to do & no time to do it in!



rich_is_bored@Posted: Tue Mar 21, 2006 7:52 am :
You could probably attribute some of the inactivity on the wiki to the blank page problem.

I mean, if I was presented with the blank page and didn't know otherwise I'd probably assume the wiki was down.

I'd love to try and troubleshoot the problem but I know so little about what resolves the problem it's hard to determine what causes it to occur. I'm baffled as to why the main page loads properly after visiting other pages.

I have an idea for a possible workaround but I'd hate to see it implemented because it's like patching a leak with a band-aid. Anyway, you could try changing the main page to some "dummy" article and having that article redirect to the main page.

Bleh. Ugly hack. :?



iceheart@Posted: Sun Jul 09, 2006 3:02 am :
Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



Shikamaru@Posted: Sun Jul 09, 2006 4:40 am :
nice :?



iceheart@Posted: Thu Aug 12, 2004 6:49 pm :
UPDATED JULY 9

http://www.modwiki.net

Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



rich_is_bored@Posted: Thu Aug 12, 2004 6:50 pm :
Thanks. Stickied and Linked to in my tuts. :)



iceheart@Posted: Thu Aug 12, 2004 6:51 pm :
That was fast :)



MikeCook@Posted: Thu Aug 12, 2004 10:06 pm :
Excellent job!



Hell Byte@Posted: Fri Aug 13, 2004 12:59 am :
Wow nice! Did you write a parser for that?



iceheart@Posted: Fri Aug 13, 2004 1:06 am :
A search+replace replacing spaces with tabs did so much wonders for excel, then just a little cut-n-paste and cleaning up was needed and then mysql swallowed it whole.



MikeCook@Posted: Fri Aug 13, 2004 6:52 pm :
iceheart, this is extremely helpful.



foo-bar@Posted: Sat Aug 14, 2004 4:20 pm :
Nice resource :)

I am using it to work on my Wiki. I have come across a few problems though (in the Actors category) where the comment you put from doom_events.script does not match up with the actual comment. For example: your getPainAnim page. Just thought I would point that out so you could fix it. There are a few other pages with this problem, all under the Actors category.



iceheart@Posted: Sat Aug 14, 2004 6:20 pm :
Oops, fixed :)

Thanks!



iceheart@Posted: Sat Aug 14, 2004 6:28 pm :
BTW if you want all the info in a more digestible format, here are the CSV files I made.



foo-bar@Posted: Sat Aug 14, 2004 6:30 pm :
Thanks. Maybe that will make things easier for me :)



Daaave@Posted: Mon Aug 16, 2004 8:10 am :
Excellent, thanks a bunch!

I'm a bit annoyed that some of the events don't have comments for explanations, I suppose you can always find out by testing it or whatever.



iceheart@Posted: Fri Sep 17, 2004 8:53 pm :
Moved the page to it's final location, please update your bookmarks and posts to reflect the new URL.



zeh@Posted: Fri Sep 17, 2004 9:25 pm :
Great name. Now to wait for google to catch it.. :)



iceheart@Posted: Sun Oct 31, 2004 11:07 am :
cvarlist updated to 1.1 cvars, just noticed that it had changed :).



Eutectic@Posted: Mon Nov 08, 2004 10:09 am :
iceheart,

I only briefly checked the doom3reference site a couple of times but I never could interpret the way the command syntax is stated. It looks more like the name of the command function in the game source code itself than the actual command usage syntax to me. For example, wouldn't something like...

Code:
Syntax:

void activate( entity activator )


...be a lot more useful if expressed along the lines of something like?....

Syntax:

$entityname.activate($activator);


Just a suggestion.



rich_is_bored@Posted: Mon Nov 08, 2004 10:14 am :
He's using a traditional format for command references. It works like this...

Code:
void activate( entity activator )


  • void - Data type this function returns
  • activate - The name of the command
  • entity - The data type expected of the parameter
  • activator - A one-word description of the parameter

An example would be the place where something like ...

Code:
$entityname.activate($activator);


... would be best suited.



iceheart@Posted: Mon Nov 08, 2004 6:36 pm :
Rich is completely correct, just a clarification on "What this function returns", it's the return data type more specifically.

And yes, I'm going to write a "help" section some time :).



rich_is_bored@Posted: Mon Nov 08, 2004 9:39 pm :
Fixed. :P



Eutectic@Posted: Tue Nov 09, 2004 6:30 am :
All right, thanks for the explanation and clarification guys :)



iceheart@Posted: Sun Nov 21, 2004 11:29 pm :
Down ATM unfortunately, the server died on me :(.



iceheart@Posted: Wed Nov 24, 2004 3:09 am :
Aaaand, up again :).



iceheart@Posted: Wed Feb 02, 2005 12:16 am :
Down again unfortunately... somehow the entire install got corrupted from powering down the system, and also my windows cd seems to be conveniently broken. I LOVE COMPUTERS!



iceheart@Posted: Tue Mar 08, 2005 4:18 pm :
The offline CHM has been updated and is now fully indexed and full-text searchable.



rich_is_bored@Posted: Tue Mar 08, 2005 4:26 pm :
Very nice. :)



fleabay@Posted: Mon Nov 07, 2005 3:45 am :
All I get with the chm is an index with "the page cannot be displayed" on every item.

It also stretchs across my 3 monitors eveytime I open it, can I fix that?



iceheart@Posted: Mon Nov 07, 2005 3:46 am :
I have no idea what that could be, I just tried downloading it and it works fine, have you tried deleting the file and downloading it again?



rich_is_bored@Posted: Mon Nov 07, 2005 4:11 am :
On a similar note, have you sorted out how to get this working with the wiki?

Not trying to rush you. I just think it would be really kick ass to offer an "offline" version.



fleabay@Posted: Mon Nov 07, 2005 5:29 am :
iceheart wrote:
I have no idea what that could be, I just tried downloading it and it works fine, have you tried deleting the file and downloading it again?


Still no go. I have XP/SP2 and I get a security notice when I use the CHM asking "Do you want to open this file?"

Maybe XP firewall is blocking it. Are you using XP/SP2?



Mn@Posted: Sat Jan 21, 2006 6:31 pm :
The link is broken....... :(



iceheart@Posted: Sat Jan 21, 2006 7:23 pm :
The server is in a foul mood and is currently unavailable.



Blacksmith1@Posted: Mon Jan 30, 2006 10:17 pm :
The link is not working. is this info availbe anywhere else?



iceheart@Posted: Tue Jan 31, 2006 1:42 am :
No, but in time it will be available again.



SnoopJeDi@Posted: Tue Jan 31, 2006 1:55 am :
If it's cvars you're looking for, Upset Chaps has a Doom 3 guide.

If you know exactly what you're looking for on the wiki, you could try Google Cache, but that seems not to work for me at the moment.



Blacksmith1@Posted: Mon Feb 06, 2006 6:48 pm :
I am looking for Information in general. I have D/l'd every tut I can find for scripting in D3, and am now in the proccess of banging my head against the wall trying to understand it. :wink:



Rockn-Roll@Posted: Mon Mar 20, 2006 12:06 am :
I've been using the chm package of the referance and it has helped me a lot. One thing I would like to suggest though, is that not all of the script functions work with every entity. Quake4 includes a file named events.script in the scripts folder which includes a header for each grouping to indicate which functions will work with which entities. Keep up the good work!



iceheart@Posted: Mon Mar 20, 2006 12:26 am :
I don't remember how the CHM is laid out, but on the site and (more up-to-date) the wiki has the events arranged after which entities they'll work on.



Hemebond@Posted: Mon Mar 20, 2006 7:41 am :
Is the wiki suppose to be anything other than blank? 'Cause that's what I get. Blank.



iceheart@Posted: Mon Mar 20, 2006 1:54 pm :
Something is fishy with the front page, this one should work:

http://www.modwiki.net/wiki/Doom_3



Rockn-Roll@Posted: Mon Mar 20, 2006 4:56 pm :
I get a "could not display page" result from that link. I have yet to be able to see anything on the modwiki.net domain other than this:

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META http-equiv=Content-Type content="text/html; charset=windows-1252"></HEAD>
<BODY></BODY></HTML>

which is basically a blank page.

On another note...if I was to do some actual work and provide some improvements on some of the functions, like the ones I just succeeded on using thanks to you, then would it be best for me to edit the HTML and then post it here?

For example the following:

<HTML>
<HEAD>
<TITLE>
getEntity
</TITLE>
<LINK HREF="styles.css" tppabs="http://www.doom3reference.com/styles/styles.css" REL="stylesheet" TYPE="text/css">
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=ISO-8859-1">
</HEAD>
<BODY BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000CC" VLINK="#CC0000" CLASS="text">
<BLOCKQUOTE>
<TABLE WIDTH="900" BORDER="0" CELLPADDING="0" CELLSPACING="0" BGCOLOR="#000000">
<TR>
<TD><TABLE WIDTH="100%" BORDER="0" CELLSPACING="1" CELLPADDING="2">
<TR>
<TD BGCOLOR="#CCCCCC"><BLOCKQUOTE CLASS="textBig"><B>The Doom 3 Reference Page</B></BLOCKQUOTE></TD>
</TR>
<TR>
<TD BGCOLOR="#FFFFFF"><BLOCKQUOTE CLASS="textMenu">-- <A HREF="index.php.htm" tppabs="http://www.doom3reference.com/offline/index.php">reference</A>

--</BLOCKQUOTE></TD>
</TR>
<TR>
<TD BGCOLOR="#FFFFFF"><BLOCKQUOTE>
<B><FONT SIZE="6">getEntity</FONT></B>
<P></P>
<P><B>Syntax:</B></P>
<BLOCKQUOTE>
<P><FONT SIZE="2"> <I>entity</I> getEntity(<I> string</I> name )</FONT></BLOCKQUOTE>
<P><B>Description:</B></P>
<P><FONT SIZE="2"><B>doom_events.script says:</B></FONT></P>
<BLOCKQUOTE><P><FONT SIZE="2">// Returns a reference to the entity with the specified name.</FONT></P></BLOCKQUOTE>
<P><B><FONT SIZE="2">We say: </FONT></B></P>
<BLOCKQUOTE><P><FONT SIZE="2">Remember that this is a system event that is called with "sys." only, and not with an entity!</FONT></P></BLOCKQUOTE>
<P><B>Examples:</B></P>
<BLOCKQUOTE><P><FONT SIZE="2">
Create a func_static brush and select models/mapobjects/strogg/doors/generic/prison/innerframe_double.lwo as it's model, then create 2 func_door

brushes and select models/mapobjects/strogg/doors/generic/prison/door_right.lwo and models/mapobjects/strogg/doors/generic/prison/door_left.lwo for

their models. Next put the double door together and set the door move directions 180 degrees apart for example if one door has a movedir of o then

the other door should have a movedir of 180 or if one is 90 then the other should be 270, etc. Then set the lockeced key to 1 so that the doors are

initially locked. It is also a good idea to set the triggerOpened key of each door to the other door so that if one is opened then the other will

also open. Now create a trigger_once brush and place it where you can trigger it and set it's callFunction key to openDoor. Add the following to

your script file.
<P>
<li>void openDoor()
<li>{
<li>&nbsp;entity tmpent;
<li>&nbsp;tmpent=sys.getEntity("func_static_1");
<li>&nbsp;tmpent.setShaderParm(7,1);
<li>&nbsp;tmpent=sys.getEntity("func_door_1");
<li>&nbsp;tmpent.setKey("locked",0);
<li>&nbsp;tmpent=sys.getEntity("func_door_2");
<li>&nbsp;tmpent.setKey("locked",0);
<li>&nbsp;sys.println("door is open");
<li>}
<P>
</FONT></BLOCKQUOTE>
<P><FONT SIZE="2"></FONT></P>
</BLOCKQUOTE><P><A HREF="show.php-index=fileScript.htm" tppabs="http://www.doom3reference.com/offline/show.php?index=fileScript">Back to the .script

reference listing</A></BLOCKQUOTE><P>&nbsp;</P>
</DIV></TD>
</TR>
<TR>
<TD BGCOLOR="#FFFFFF" CLASS="textCopyright">All information on this page is public domain, but if you use it somewhere please give credit. Page design

and code &copy; <A HREF="mailto:johan@stroms.biz">iceheart</A> 2004-2005. </TD>
</TR>
</TABLE></TD>
</TR>
</TABLE>
</BLOCKQUOTE>
</BODY>
</HTML>

I wanted to use the formating that rich_is_bored used with his examples, but now I can't find the page...it would be nice to have both until the wiki has examples and is actually working.



rich_is_bored@Posted: Mon Mar 20, 2006 5:42 pm :
For some reason the main page of the wiki doesn't load correctly when linked but if it's accessed from any other part of the wiki it will.

Try http://www.modwiki.net/wiki/Doom_3 and then navigate to the main page.



iceheart@Posted: Mon Mar 20, 2006 6:12 pm :
Strange, the wiki works for me if you go to a link inside it (like the one rich just posted), something is occasionally weird with the front page though.

I'm not going to update the old doom3reference.com site with anything, I just keep it around as a service, since it has some info not on the wiki and also the CHM on there.



Rockn-Roll@Posted: Mon Mar 20, 2006 11:06 pm :
OK, the Doom_3 page finally loaded, but it was soooooo slow. Well, at least it's there. I do see that the wiki has examples, but they are one liners which is simply an example syntax. How about some functional examples so we can really see how to use them like with the example I gave? Would you like me to put together some examples? I can provide functional examples for perhaps a dozen script events...even create a map and script file for download.

As a novice scripter and level designer (can't call myself a beginner since I've written a map for nearly every single player id game engine since doom2 even though I can't call myself intermediate since I have yet to go past just one map) an example where the script function is actually used would help me a lot more than just a syntax example. For example, $my_entity.setKey("kung", "fu"); is just not as helpful as my tmpent.setKey("locked",0); example is it?

Now, I don't mean that the examples should be as confusing as the ones Microsoft puts in their MSDN library...if you've tried to use the MSDN you would know what I mean. I mean that the example should include how the object is obtained, like with getEntity() and be shown in a working context.



iceheart@Posted: Mon Mar 20, 2006 11:07 pm :
Anyone can register and edit wiki pages, so feel free to do that as much as you want.



Rockn-Roll@Posted: Tue Mar 21, 2006 1:19 am :
Oh! I didn't know that's what a wiki is?!?!? I must have missed that board meeting (I miss a lot of thim since I've been playing doom3 et la.

I'm there now grinding away on the Quake4 system events.



iceheart@Posted: Tue Mar 21, 2006 1:51 am :
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!



The Happy Friar@Posted: Tue Mar 21, 2006 3:39 am :
iceheart wrote:
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!


i promise I'll get that D3 particle system stuff done eventuatly.. just so much to do & no time to do it in!



rich_is_bored@Posted: Tue Mar 21, 2006 7:52 am :
You could probably attribute some of the inactivity on the wiki to the blank page problem.

I mean, if I was presented with the blank page and didn't know otherwise I'd probably assume the wiki was down.

I'd love to try and troubleshoot the problem but I know so little about what resolves the problem it's hard to determine what causes it to occur. I'm baffled as to why the main page loads properly after visiting other pages.

I have an idea for a possible workaround but I'd hate to see it implemented because it's like patching a leak with a band-aid. Anyway, you could try changing the main page to some "dummy" article and having that article redirect to the main page.

Bleh. Ugly hack. :?



iceheart@Posted: Sun Jul 09, 2006 3:02 am :
Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



Shikamaru@Posted: Sun Jul 09, 2006 4:40 am :
nice :?



iceheart@Posted: Thu Aug 12, 2004 6:49 pm :
UPDATED JULY 9

http://www.modwiki.net

Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



rich_is_bored@Posted: Thu Aug 12, 2004 6:50 pm :
Thanks. Stickied and Linked to in my tuts. :)



iceheart@Posted: Thu Aug 12, 2004 6:51 pm :
That was fast :)



MikeCook@Posted: Thu Aug 12, 2004 10:06 pm :
Excellent job!



Hell Byte@Posted: Fri Aug 13, 2004 12:59 am :
Wow nice! Did you write a parser for that?



iceheart@Posted: Fri Aug 13, 2004 1:06 am :
A search+replace replacing spaces with tabs did so much wonders for excel, then just a little cut-n-paste and cleaning up was needed and then mysql swallowed it whole.



MikeCook@Posted: Fri Aug 13, 2004 6:52 pm :
iceheart, this is extremely helpful.



foo-bar@Posted: Sat Aug 14, 2004 4:20 pm :
Nice resource :)

I am using it to work on my Wiki. I have come across a few problems though (in the Actors category) where the comment you put from doom_events.script does not match up with the actual comment. For example: your getPainAnim page. Just thought I would point that out so you could fix it. There are a few other pages with this problem, all under the Actors category.



iceheart@Posted: Sat Aug 14, 2004 6:20 pm :
Oops, fixed :)

Thanks!



iceheart@Posted: Sat Aug 14, 2004 6:28 pm :
BTW if you want all the info in a more digestible format, here are the CSV files I made.



foo-bar@Posted: Sat Aug 14, 2004 6:30 pm :
Thanks. Maybe that will make things easier for me :)



Daaave@Posted: Mon Aug 16, 2004 8:10 am :
Excellent, thanks a bunch!

I'm a bit annoyed that some of the events don't have comments for explanations, I suppose you can always find out by testing it or whatever.



iceheart@Posted: Fri Sep 17, 2004 8:53 pm :
Moved the page to it's final location, please update your bookmarks and posts to reflect the new URL.



zeh@Posted: Fri Sep 17, 2004 9:25 pm :
Great name. Now to wait for google to catch it.. :)



iceheart@Posted: Sun Oct 31, 2004 11:07 am :
cvarlist updated to 1.1 cvars, just noticed that it had changed :).



Eutectic@Posted: Mon Nov 08, 2004 10:09 am :
iceheart,

I only briefly checked the doom3reference site a couple of times but I never could interpret the way the command syntax is stated. It looks more like the name of the command function in the game source code itself than the actual command usage syntax to me. For example, wouldn't something like...

Code:
Syntax:

void activate( entity activator )


...be a lot more useful if expressed along the lines of something like?....

Syntax:

$entityname.activate($activator);


Just a suggestion.



rich_is_bored@Posted: Mon Nov 08, 2004 10:14 am :
He's using a traditional format for command references. It works like this...

Code:
void activate( entity activator )


  • void - Data type this function returns
  • activate - The name of the command
  • entity - The data type expected of the parameter
  • activator - A one-word description of the parameter

An example would be the place where something like ...

Code:
$entityname.activate($activator);


... would be best suited.



iceheart@Posted: Mon Nov 08, 2004 6:36 pm :
Rich is completely correct, just a clarification on "What this function returns", it's the return data type more specifically.

And yes, I'm going to write a "help" section some time :).



rich_is_bored@Posted: Mon Nov 08, 2004 9:39 pm :
Fixed. :P



Eutectic@Posted: Tue Nov 09, 2004 6:30 am :
All right, thanks for the explanation and clarification guys :)



iceheart@Posted: Sun Nov 21, 2004 11:29 pm :
Down ATM unfortunately, the server died on me :(.



iceheart@Posted: Wed Nov 24, 2004 3:09 am :
Aaaand, up again :).



iceheart@Posted: Wed Feb 02, 2005 12:16 am :
Down again unfortunately... somehow the entire install got corrupted from powering down the system, and also my windows cd seems to be conveniently broken. I LOVE COMPUTERS!



iceheart@Posted: Tue Mar 08, 2005 4:18 pm :
The offline CHM has been updated and is now fully indexed and full-text searchable.



rich_is_bored@Posted: Tue Mar 08, 2005 4:26 pm :
Very nice. :)



fleabay@Posted: Mon Nov 07, 2005 3:45 am :
All I get with the chm is an index with "the page cannot be displayed" on every item.

It also stretchs across my 3 monitors eveytime I open it, can I fix that?



iceheart@Posted: Mon Nov 07, 2005 3:46 am :
I have no idea what that could be, I just tried downloading it and it works fine, have you tried deleting the file and downloading it again?



rich_is_bored@Posted: Mon Nov 07, 2005 4:11 am :
On a similar note, have you sorted out how to get this working with the wiki?

Not trying to rush you. I just think it would be really kick ass to offer an "offline" version.



fleabay@Posted: Mon Nov 07, 2005 5:29 am :
iceheart wrote:
I have no idea what that could be, I just tried downloading it and it works fine, have you tried deleting the file and downloading it again?


Still no go. I have XP/SP2 and I get a security notice when I use the CHM asking "Do you want to open this file?"

Maybe XP firewall is blocking it. Are you using XP/SP2?



Mn@Posted: Sat Jan 21, 2006 6:31 pm :
The link is broken....... :(



iceheart@Posted: Sat Jan 21, 2006 7:23 pm :
The server is in a foul mood and is currently unavailable.



Blacksmith1@Posted: Mon Jan 30, 2006 10:17 pm :
The link is not working. is this info availbe anywhere else?



iceheart@Posted: Tue Jan 31, 2006 1:42 am :
No, but in time it will be available again.



SnoopJeDi@Posted: Tue Jan 31, 2006 1:55 am :
If it's cvars you're looking for, Upset Chaps has a Doom 3 guide.

If you know exactly what you're looking for on the wiki, you could try Google Cache, but that seems not to work for me at the moment.



Blacksmith1@Posted: Mon Feb 06, 2006 6:48 pm :
I am looking for Information in general. I have D/l'd every tut I can find for scripting in D3, and am now in the proccess of banging my head against the wall trying to understand it. :wink:



Rockn-Roll@Posted: Mon Mar 20, 2006 12:06 am :
I've been using the chm package of the referance and it has helped me a lot. One thing I would like to suggest though, is that not all of the script functions work with every entity. Quake4 includes a file named events.script in the scripts folder which includes a header for each grouping to indicate which functions will work with which entities. Keep up the good work!



iceheart@Posted: Mon Mar 20, 2006 12:26 am :
I don't remember how the CHM is laid out, but on the site and (more up-to-date) the wiki has the events arranged after which entities they'll work on.



Hemebond@Posted: Mon Mar 20, 2006 7:41 am :
Is the wiki suppose to be anything other than blank? 'Cause that's what I get. Blank.



iceheart@Posted: Mon Mar 20, 2006 1:54 pm :
Something is fishy with the front page, this one should work:

http://www.modwiki.net/wiki/Doom_3



Rockn-Roll@Posted: Mon Mar 20, 2006 4:56 pm :
I get a "could not display page" result from that link. I have yet to be able to see anything on the modwiki.net domain other than this:

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META http-equiv=Content-Type content="text/html; charset=windows-1252"></HEAD>
<BODY></BODY></HTML>

which is basically a blank page.

On another note...if I was to do some actual work and provide some improvements on some of the functions, like the ones I just succeeded on using thanks to you, then would it be best for me to edit the HTML and then post it here?

For example the following:

<HTML>
<HEAD>
<TITLE>
getEntity
</TITLE>
<LINK HREF="styles.css" tppabs="http://www.doom3reference.com/styles/styles.css" REL="stylesheet" TYPE="text/css">
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=ISO-8859-1">
</HEAD>
<BODY BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000CC" VLINK="#CC0000" CLASS="text">
<BLOCKQUOTE>
<TABLE WIDTH="900" BORDER="0" CELLPADDING="0" CELLSPACING="0" BGCOLOR="#000000">
<TR>
<TD><TABLE WIDTH="100%" BORDER="0" CELLSPACING="1" CELLPADDING="2">
<TR>
<TD BGCOLOR="#CCCCCC"><BLOCKQUOTE CLASS="textBig"><B>The Doom 3 Reference Page</B></BLOCKQUOTE></TD>
</TR>
<TR>
<TD BGCOLOR="#FFFFFF"><BLOCKQUOTE CLASS="textMenu">-- <A HREF="index.php.htm" tppabs="http://www.doom3reference.com/offline/index.php">reference</A>

--</BLOCKQUOTE></TD>
</TR>
<TR>
<TD BGCOLOR="#FFFFFF"><BLOCKQUOTE>
<B><FONT SIZE="6">getEntity</FONT></B>
<P></P>
<P><B>Syntax:</B></P>
<BLOCKQUOTE>
<P><FONT SIZE="2"> <I>entity</I> getEntity(<I> string</I> name )</FONT></BLOCKQUOTE>
<P><B>Description:</B></P>
<P><FONT SIZE="2"><B>doom_events.script says:</B></FONT></P>
<BLOCKQUOTE><P><FONT SIZE="2">// Returns a reference to the entity with the specified name.</FONT></P></BLOCKQUOTE>
<P><B><FONT SIZE="2">We say: </FONT></B></P>
<BLOCKQUOTE><P><FONT SIZE="2">Remember that this is a system event that is called with "sys." only, and not with an entity!</FONT></P></BLOCKQUOTE>
<P><B>Examples:</B></P>
<BLOCKQUOTE><P><FONT SIZE="2">
Create a func_static brush and select models/mapobjects/strogg/doors/generic/prison/innerframe_double.lwo as it's model, then create 2 func_door

brushes and select models/mapobjects/strogg/doors/generic/prison/door_right.lwo and models/mapobjects/strogg/doors/generic/prison/door_left.lwo for

their models. Next put the double door together and set the door move directions 180 degrees apart for example if one door has a movedir of o then

the other door should have a movedir of 180 or if one is 90 then the other should be 270, etc. Then set the lockeced key to 1 so that the doors are

initially locked. It is also a good idea to set the triggerOpened key of each door to the other door so that if one is opened then the other will

also open. Now create a trigger_once brush and place it where you can trigger it and set it's callFunction key to openDoor. Add the following to

your script file.
<P>
<li>void openDoor()
<li>{
<li>&nbsp;entity tmpent;
<li>&nbsp;tmpent=sys.getEntity("func_static_1");
<li>&nbsp;tmpent.setShaderParm(7,1);
<li>&nbsp;tmpent=sys.getEntity("func_door_1");
<li>&nbsp;tmpent.setKey("locked",0);
<li>&nbsp;tmpent=sys.getEntity("func_door_2");
<li>&nbsp;tmpent.setKey("locked",0);
<li>&nbsp;sys.println("door is open");
<li>}
<P>
</FONT></BLOCKQUOTE>
<P><FONT SIZE="2"></FONT></P>
</BLOCKQUOTE><P><A HREF="show.php-index=fileScript.htm" tppabs="http://www.doom3reference.com/offline/show.php?index=fileScript">Back to the .script

reference listing</A></BLOCKQUOTE><P>&nbsp;</P>
</DIV></TD>
</TR>
<TR>
<TD BGCOLOR="#FFFFFF" CLASS="textCopyright">All information on this page is public domain, but if you use it somewhere please give credit. Page design

and code &copy; <A HREF="mailto:johan@stroms.biz">iceheart</A> 2004-2005. </TD>
</TR>
</TABLE></TD>
</TR>
</TABLE>
</BLOCKQUOTE>
</BODY>
</HTML>

I wanted to use the formating that rich_is_bored used with his examples, but now I can't find the page...it would be nice to have both until the wiki has examples and is actually working.



rich_is_bored@Posted: Mon Mar 20, 2006 5:42 pm :
For some reason the main page of the wiki doesn't load correctly when linked but if it's accessed from any other part of the wiki it will.

Try http://www.modwiki.net/wiki/Doom_3 and then navigate to the main page.



iceheart@Posted: Mon Mar 20, 2006 6:12 pm :
Strange, the wiki works for me if you go to a link inside it (like the one rich just posted), something is occasionally weird with the front page though.

I'm not going to update the old doom3reference.com site with anything, I just keep it around as a service, since it has some info not on the wiki and also the CHM on there.



Rockn-Roll@Posted: Mon Mar 20, 2006 11:06 pm :
OK, the Doom_3 page finally loaded, but it was soooooo slow. Well, at least it's there. I do see that the wiki has examples, but they are one liners which is simply an example syntax. How about some functional examples so we can really see how to use them like with the example I gave? Would you like me to put together some examples? I can provide functional examples for perhaps a dozen script events...even create a map and script file for download.

As a novice scripter and level designer (can't call myself a beginner since I've written a map for nearly every single player id game engine since doom2 even though I can't call myself intermediate since I have yet to go past just one map) an example where the script function is actually used would help me a lot more than just a syntax example. For example, $my_entity.setKey("kung", "fu"); is just not as helpful as my tmpent.setKey("locked",0); example is it?

Now, I don't mean that the examples should be as confusing as the ones Microsoft puts in their MSDN library...if you've tried to use the MSDN you would know what I mean. I mean that the example should include how the object is obtained, like with getEntity() and be shown in a working context.



iceheart@Posted: Mon Mar 20, 2006 11:07 pm :
Anyone can register and edit wiki pages, so feel free to do that as much as you want.



Rockn-Roll@Posted: Tue Mar 21, 2006 1:19 am :
Oh! I didn't know that's what a wiki is?!?!? I must have missed that board meeting (I miss a lot of thim since I've been playing doom3 et la.

I'm there now grinding away on the Quake4 system events.



iceheart@Posted: Tue Mar 21, 2006 1:51 am :
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!



The Happy Friar@Posted: Tue Mar 21, 2006 3:39 am :
iceheart wrote:
Glad to see it, it's been stale for a few weeks recently, so it's good to see new edits happening!


i promise I'll get that D3 particle system stuff done eventuatly.. just so much to do & no time to do it in!



rich_is_bored@Posted: Tue Mar 21, 2006 7:52 am :
You could probably attribute some of the inactivity on the wiki to the blank page problem.

I mean, if I was presented with the blank page and didn't know otherwise I'd probably assume the wiki was down.

I'd love to try and troubleshoot the problem but I know so little about what resolves the problem it's hard to determine what causes it to occur. I'm baffled as to why the main page loads properly after visiting other pages.

I have an idea for a possible workaround but I'd hate to see it implemented because it's like patching a leak with a band-aid. Anyway, you could try changing the main page to some "dummy" article and having that article redirect to the main page.

Bleh. Ugly hack. :?



iceheart@Posted: Sun Jul 09, 2006 3:02 am :
Doom3reference.com has been retired in favor of modwiki.net, since it contains far more useful information, and is much more practical.



Shikamaru@Posted: Sun Jul 09, 2006 4:40 am :
nice :?