Fulltext results:
- map_object_reference
- ing line's back sector's light level. | | [[.refs:lightref_original|original]]| The original light level set when the map is loaded. | | [[.refs:lightref_current|current]]| The current light level. | | [[.refs:lightref_highest|highest]]| The highest light level among the adjoining sectors. | |
- reference_guide
- or Types) is a powerful, flexible addition to the mapper's arsenal that can help to bring life to static maps. Creative use of XG enables the mod author to en... . They were designed to be used in the game's own maps and thus do not provide the best possible select... arious physical characteristics of a sector, like light level and color, wind and gravity. Sector types a
- examples
- Line Type examples ====== ===== Restore sector light color & luminance ===== <code> Line Type { I... 2 = when_deact | when_act | any Class = sector_light Type = flip Count = -1 Ip0 = "lpref_line_tagged_floors" Ip2 = 1 Ip3 = 1 Ip4 = "lightref_original" Ip6 = "lightref_original" } </code> Restores the light level and color of the sectors t
- lightref_original @xg:refs
- Refers to the original light level of a sector. The original light levels are set when the map is loaded.
- line_type_class
- tor_type"; Value = 0x7; } Flag { ID = "ltc_sector_light"; Value = 0x8; } Flag { ID = "ltc_activate"; Valu... end_level"; Value = 0xD; } Flag { ID = "ltc_leave_map"; Value = 0xD; } # Alias for end_level Flag { ID