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xg:line_type [2018-10-20 10:36]
skyjake ↷ Links adapted because of a move operation
xg:line_type [2018-10-20 10:51] (current)
skyjake ↷ Links adapted because of a move operation
Line 1: Line 1:
 +====== Line Type (XG, DED) ======
 +
 +A //Line Type// defines the behavior of a [[modding:​line|map line]], i.e., a wall in the map. 
 +
 +Line behaviors are implemented by various [[xg:​class|XG classes]] that define what the line does. The class'​s behavior is carried out when the line is [[xg:​line_activation|activated]],​ [[xg:​line_activation|deactivated]] (or both) or when some other triggering condition occurs. Some examples of line classes include [[xg:​class:​plane_move|Move Plane]], [[xg:​class:​end_level|End Level]], and [[xg:​class:​wall_texture|Change Wall Texture]].
 +
 +Line types are a fundamental building block of XG. Please see the [[xg:​reference_guide|XG reference guide]] for more information about how to use line types.
 +
 +===== Example =====
 +
 +An XG Line Type definition begins like this:
 +
 +<​code>​Line Type {
 +  ID = 5000;  # A unique ID number.
 +</​code>​
 +
 +This unique ID number is required for each line type. It is the actual type number that will be used in a level editor, instead of the line types defined by the original game.
 +
 +===== About XG lines =====
 +
 +An //XG line// is a normal Doom line whose type is set to an //XG line type//. XG lines can either be //active// or //​inactive//​. It is possible to //disable// an XG line, which means the line will be skipped in all event processing and the line's timer will not be incremented.
 +
  
xg/line_type.txt · Last modified: 2018-10-20 10:51 by skyjake