Fulltext results:
- input @script:module
- #@Arg_HTML~Text,command~@# ) Creates an [[guide:event binding]] for the provided event. Whenever the event is received, the specified command will be executed. Returns True or False to indica
- chains @xg
- chains ====== A single [[xg:triggers|XG trigger event]] can produce any number of effects in one so-cal... in the chain is that which triggered the initial event. Another example could be a door closing automat... e type is [[xg_line_activation|deactivated]]. | | Event| When a trigger line type receives an event. | As an example let's say that a triggered line type has
- chain_sequence @xg:class
- of the [[xg:chain events]] will be an activating event. ===== Parameters ===== ^ Prm^ Name^ Type^ Mea... to wait before processing the corresponding Chain event. For example, if Fp1 is 2 and Ip1 is 5210, the ch... t waits 1 second (Fp1 = 1) before sending a chain event to Line ID 9002 (Ip1). Then after three seconds (Fp2 = 3) it sends a chain event to Line ID 9003 (Ip2). There are now no more line
- triggers @xg
- xg:line_activation|activation type]] concerns the event(s) that lead to the //triggering// of the line's ... ect type (e.g. player, monster, missile etc) * event type (e.g. cross, push etc) For instance, a player crossing a line is an event (player_cross) that could trigger an XG line. XG ... ss //might// be executed depending on the line's "event type" (see below), the current "state" of the lin
- bindings @guide
- eceived. There are two kinds of bindings: * [[event_binding|Event bindings]] map a specific input event (such as "Control Key pressed") to a console command. When the correct event is received, the engine executes the bound comman
- event_binding @guide
- ====== Event bindings ====== Event bindings map input events to console commands. ===== Syntax ===== #@Identifie... ] #@UArg_HTML~spec~@# #@UArg_HTML~command~@# The event specification //spec// is composed of an event descriptor and optionally any additional conditions for t
- console @guide
- askbar'' command. You can bind the command to any event you wish to use for opening/closing the console.
- sector_type @ded
- /_d)^ Description | | any| Any mobj cause a chain event to be sent. | | missile| Mobjs that have the MF_MISSILE flag cause a chain event to be sent. | | monster| Mobjs that have the MF_COUNTKILL flag cause a chain event to be sent. | | other| Non-player mobjs cause a chain event to be sent. | | player| Player mobjs cause a chai
- line_type @xg
- line, which means the line will be skipped in all event processing and the line's timer will not be incre
- reference_guide @xg
- ctor types also specify a number of [[xg:triggers|event triggers]] which occur in accordance to or as a r
- line_activation @xg
- line to succeed. These include. for instance the event type, a [[xg:line_counter|counter]] (as in "line ... the line (handy for switches) and sending [[chain event]]s. ===== Activation types ===== The //activat
- automated_build_system @devel
- ild.py// carries out all build operations such as event creation, building, and change log generation. T
- 1.9.0-beta1...4 @version
- s]]es: multiple commands can be bound to the same event * ccmd [[enablebindclass]]: Enable/disable/tog
- 1.9.0-beta5 @version
- d 0 it would execute on all classes for the given event binding. * Fixed problem of repeat-event binding commands being executed from lower [[bind_class|bind classes]] if no binding for the given event exists in the active bindclass (http://sourceforg... the control bindings of all classes for the given event to be unbound. * Remote commands (after "login
- 1.9.0-beta6.1 @version
- 99). ==== jHeretic ==== * Fixed: HUD unhide event "On Pickup Power" generated when an inventory ite