Fulltext results:
- 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 the pla... p14 as a sector type ID number.</ul></html> | | Fp0| | Float| Move speed as units per (35 Hz) tic. A speed of 2 will move the plane 70 units per second. | | Fp1|... Moving Floor| 1 unit| 35 units | | 8-unit stairs| 0.25 units| 8.75 units | | Door| 2 units| 70 units | | Turbo/Blazing Door| 8 units| 280 units | | Lifts| 4 units|
- wall_material @xg:class
- Offset to the red component of top surface color [0...255]. | | Ip10| Top Green Delta| Integer| Offset to the green component of top surface color [0...255]. | | Ip11| Top Blue Delta| Integer| Offset to the blue component of top surface color [0...255]. | | Ip12| Middle Red Delta| Integer| Offset to the red component of middle surface color [0...255]. | | Ip13| Middle Green Delta| Integer| Offset
- sound @xg:class
- sectors in which the sound is to be played. | | Ip2| Sound ID| [[ded:Sound]] | Name of the sound to play. | | Ip3| Ori... ===== Example ===== Line Type { ID = 5026 Comment = "Play switch sound when player c... ass = sound Flags = player_cross Flags2 = when_act | any Count = 1 Target Ref
- sector_wind
- * 0 = East * 90 = North * 180 = West * 270 = South ===== Example ===== <code> Sector Typ... tf_windany Wind Angle = 90.0 Wind Speed = 2.0 Vertical Wind Speed = 0.0 } </code> This will create wind which will push all mobjs (stf_windany) in the North direction (Wi
- function_script
- the value following the ! symbol). Example: ''a!5210z'' will first interpolate from 0 to 1 and then send the Chain event 5210. | The first character of a function string can... tion^ Meaning | | ''zaN'' | Interpolate from 1 to 0, wait one step at 0 (won't interpolate from a to N) and stay at 0.52. | | ''za.N'' | Interpolate from 1 to 0, stay at 0.52. | | ''A.Z''| The same as AZ : one step at 0, stay at 1. | | ''az.< ''| Repeat interpolating from 0
- line_count @xg:class
- elta or the new counter value. If Set Absolute (Ip2) is zero, this is treated as a signed delta that is added to the current counter value of a line. | ===== Example ===== Line Type { ID = 5006 Comment = "Reduce all tagged lines, line count by one" Flags = player_shoot Flags2 = when_act | any Class = line_count C
- 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 = ... = 0x1; } Flag { ID = "ltc_plane_move"; Value = 0x2; } Flag { ID = "ltc_build_stairs"; Value = 0x3; }... ue = 0xF; } Flag { ID = "ltc_explode"; Value = 0x10; } Flag { ID = "ltc_plane_texture"; Value = 0x11;
- activation_requirement
- === Extended requirements ===== To set the extended requirements for (De)activation within an Line Class definition use Flags2 eg: Flags2 = flaga | flagb | flagc etc Exampl... is set with Power above (Ap2) eg: Power above = 20 ==== power_below ==== The line's activator must... s set with Power below (Ap3) eg: Power below = 80 ==== single_player ==== The line can be activat... vated and deactivated in easy skill levels (1 and 2). ==== med ==== The line can be activated and d