Fulltext results:
- map_object_reference
- already referenced object. If a parameter of a [[xg:class|line class]] can be logically resolved by interpreting a usi... ect(s) instead of specifying it statically in a [[xg:line type]] definition. One potential usage of this functionality would be a line type which upon [[xg:activation_requirement|activation]], ends the cur... ogression according to a value specified with a [[line]]'s top [[material]] offset (interpreting it as a
- activation_requirement
- ====== Activation requirements (XG) ====== An [[xg:line_type|Line Type]] can specify several requirements that must be me... for the [[activation]] or [[deactivation]] of the line to succeed. These include for instance event type, a counter (as in "line can be activated N times"), activator type (player, missile, etc.) and any combination of keys possessed by the activator.... ements for activation and deactivation within a [[line_type|Line Type]] definition, use the Flags property of the defin
- triggers
- ====== XG triggers ====== An [[xg:line_type|Line Type]]'s [[xg:line_activation|activation type]] concerns the event(s) that lead to the //triggering// of the line... en the player "uses" it. Once triggered, a line's class //might// be executed depending on the line's "event type" (see below), the current "state" of the line (ie... If no trigger events are defined then the line's class can **ONLY** be triggered remotely (eg by a line using the [[xg:class:chain_sequence|Chain Sequence]]). ===== E... = The flags listed below are used to define the type of events that can activate and deactivate a line. Combining the flags is allowed so lines can be a
- 1.9.0-beta1...4
- n twosided linedefs. * changed: [[mimic_sector_xg_class_]] was using the line's [[act_tag]] when the [[mimic]] target reference... efault color for messages. ==== XG ==== * [[line_type]]: [[xg_line_type]] definitions now have [[xg_altername_name|alternate names]] for the iparms. * [[line_teleport_xg_class_]]: [[boom]]-style line->line (silent) teleport * [[teleport_xg_class_]] * Added more [[xg_dev]] messages. Reference
- reference_guide
- ere is a lot to learn. ===== Overview ===== [[xg:line_type|Line type]]s separate the [[xg:triggers|activation method]]... ation lock]] ==== Reference guides ==== * [[xg:class|Line classes]] * [[xg:sector_type|Sector types]] * [[xg:map_object_reference|Object and property references]]
- line_activation
- to succeed. These include. for instance the event type, a [[xg:line_counter|counter]] (as in "line can be activated N times"), activator type (playe... d. The most important one is the execution of the line's [[xg:class|class]]. Other things include showing of messages, play... Any Trigger' flag to override XG's activator type requirements. ===== See also ===== * [[xg:line_type]]
- line_type
- ====== 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... her 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_
- line_count
- ====== Line count (XG class) ====== <code>Class = line_count </code> Modifies the [[xg:line_counter|activation counter]]s of the referenced [[modding:line]]s. Each XG line has a built-in counter that is used to determine if a line can be activated or not. If a line's count is -1 it can be activated an infinite number
- plane_move
- ====== Plane move (XG class) ====== <code>Class = plane_move </code> Moves a [[modding:plane]] (floor or c... 12 as a sector type ID number. | | Ip13,Ip14| End Type Ref, End Type Num| [[xg:refs:lpref]] | Reference to the sector whose type... 4 units| 140 units | ===== Example ===== Line Type { ID = 5006 Comment = "Lower when Pla... The line is triggered when the player crosses the line (Flags = player_cross). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's acti
- chain_sequence
- in sequence can be used to chain many different [[xg:line type]]s (of any class) behind one line. For example, using a chain sequence it is possib... the same time, or at timed intervals. A special line class that sends [[xg:chain events]] to a copy of itself while active. ... sequence loop continuously. | | Ip1‚Ip2,...Ip19| Line Type 0...18| Integers| List of chains. ID numbers of l... 2 = 3 Fp3 = 10.35 | ===== Example ===== Line Type { ID = 9000 Class = chain_sequence Fl
- combination_lock
- aware, that we will be chaining together multiple XG [[xg:line_type|line types]] to create a re-usable lock mechanism that... se a simple door but in your own maps you could [[xg:class:build_stairs|build stairs]], [[xg:class:end_level|end the level]] etc...). In the proces... ===== /writeme ==== Definitions ==== <code> Line Type { Id = 1000 Comment = "Combo Lock ON Swit... ound = "swtchn" Act tag = 1 } </code> <code> Line Type { Id = 1001 Comment = "Combo Lock OFF Sw
- 1.9.0-beta6
- XS_GetType. * If a map number is not set in an XG end_level line type the exit would take the player to the first map (... 045&group_id=74815). * Giving armour using the XG power line type would only work as expected if the player had alr... emented by one. === XG === * Thinking for [[xg_line_type]]s and [[xg_sector_type]]s now handled using the existing thinker mechani... efault is on). === XG === * [[wall_material_xg_class_]] can now specify whether middle [[material]]s o
- line_type_class
- ====== Line type class (XG) ====== The //class// of an [[xg:line_type|XG line type]] defines its function. Each type belongs to a single class and thus performs only one function, like initiating a plane move or changing the type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the class to use. ===== Flag definitions ===== Definitions of the available line classes are listed bel
- use_deds_in_doom_builder
- n but don't worry about that atm (check out the [[xg|XG reference]] for more information on [[xg_line_type|XG Line]] and [[xg_sector_type|Sector]] types). * Type the following starting on a new line: Sector Type { # My Red Light. ID = 8000 Red fn = "z" Green fn = "a" Blue fn... . ====== STEP 3: Attaching our red light Sector Type to a sector ====== Now we need to attach our [[
- mimic_sector
- ====== Mimic sector (XG class) ====== <code>Class = mimic_sector </code> The //Mimic sector// class is use... or(s) using Ip0 and, if required by the reference type, the [[data_component]] Ip1. For example: * Target Ref = "lsref_line_tagged" * Target Num = 8000 | | Ip2,Ip3| Mimic ... ref_highest_floor" | ===== Example ===== Line Type { ID = 5006 Comment = "Sectors with a... The line is triggered when the player shoots the line (Flags = player_shoot). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's acti