Fulltext results:
- line_activation
- r|triggered]] by an //activator//, which is the [[ded:thing]] (map object; mobj). Events will activate ... gb | flagc etc </code> Example: Flags2 = 2sided | group_act ==== active ==== The line is initi... t, the line is inactive after the map has been loaded. ==== multiple ==== When the line is activated... re-opened while it's already opening). ==== 2sided ==== The line can be activated and deactivated f
- map_object_reference
- another line or something else, a reference is needed. For example a switch that opens a door needs som... ome //special// action. In order to provide extended functionality, lines, [[plane]]s (floors and ceil... | The original light level set when the map is loaded. | | [[.refs:lightref_current|current]]| The curr
- reference_guide
- ==== XG reference guide ====== **XG** (E**x**tended **G**eneralised Line/Sector Types) is a powerful,... ion ===== [[games:Doom]] has a number of hard-coded line and sector types, each of which are programm... arate from the original Doom types. Both the extended and the standard types can be used in a map. ==
- activation_requirement
- ** flag eg: Thing type = POSSESSED ===== Extended requirements ===== To set the extended requirements for (De)activation within an Line Class definiti
- lref_line_tagged @xg:refs
- nt is non-zero, the referring line itself is excluded. Otherwise it is included in the group of referenced lines.
- line_type_class
- type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the clas... flags are defined in Doomsday's standard [[flags.ded]]. <code> Flag { ID = "ltc_none"; } Flag { ID =
- sector_type
- ector_chain|chains]] that are used to define extended functionality. Note that [[sector chain]]s refer ... The properties of XG sector types are documented in the [[ded:sector_type|Sector Type]] definition.
- chains
- emporary line is set up as follows: it is a one-sided line, whose front sector is the sector the chain belongs to. It has no sidedefs, so operations that modify the sides of the li
- wall_material @xg:class
- e (Ip4) is specified - a middle texture will be added to the referenced lines if one wasn't present before. Else, no change will be made. | | Ip7| Sidedef Flags| Flags| * sdf_fade_top_mid: Surface colo
- sound @xg:class
- h the sound is to be played. | | Ip2| Sound ID| [[ded:Sound]] | Name of the sound to play. | | Ip3| Ori
- spref_original_ceiling @xg:refs
- ginal height of a plane is set when the map is loaded (or after the plane finishes moving when the pmf_
- lightref_original @xg:refs
- to the original light level of a sector. The original light levels are set when the map is loaded.
- sector_wind
- Wind Angle) at a speed of 2 (Wind Speed) ===== See also ===== * [[ded:Sector Type]] definition
- plane_move @xg:class
- n't fit in the sector. Currently this is a hard coded to 10 damage per tic regardless of the speed of t
- line_count @xg:class
- zero, this is treated as a signed delta that is added to the current counter value of a line. | ====