Fulltext results:
- map_object_reference @xg
- in fact, just about every time you create a new [[line_type|line]] or [[sector_type]] you will need to use at least one of them. Every time a [[line]] needs to perform an action on either itself, a [[sector]], another line or something else, a reference is needed. For exa
- activation_requirement @xg
- ==== Activation requirements (XG) ====== An [[xg:line_type|Line Type]] can specify several requirements that must be met 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 (playe
- triggers @xg
- ====== 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's class. A trigger is made up of two parts:
- line_count @xg:class
- ====== 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
- line_activation @xg
- ====== Line activation (XG) ====== In [[XG]], a [[line]] has a state, it is always either //active// or //inactive//. A [[line]] can be //activated// and //deactivated// in var... Activation and deactivation happens according to line events, which occur under specific gameplay circu
- chains @xg
- . This can be achieved by //chaining// multiple [[line_type|line types]] together. There are no restrictions on the number or combination of classes that can ... hained together. Note that the activator of each line type in the chain is that which triggered the ini... after a given amount of time has passed. The door line type's activation chain would move the ceiling of
- line_type @xg
- ====== 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]
- 1.9.0-beta1...4 @version
- ases. * Bias lighting suffers from inaccurate line-of-sight tests and leaking of smooth sector light... t Mid If None: add/remove midtextures on twosided linedefs. * changed: [[mimic_sector_xg_class_]] was using the line's [[act_tag]] when the [[mimic]] target reference... ast) can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions. * [[th
- 1.9.0-beta6 @version
- * Fatal error when attempting to build sector line and subsector tables for maps with damaged/invali... ). Relationships between subsectors/segs/sidedefs/linedefs read from the map data lumps are not assumed ... === Definitions ==== * Memory allocated for [[line_type]] definitions was not being released on exit... ninitialized for submodels four and above. * [[line_type]] iparam flag fields read incorrectly. ===
- reference_guide @xg
- ide ====== **XG** (E**x**tended **G**eneralised Line/Sector Types) is a powerful, flexible addition to... ===== [[games:Doom]] has a number of hard-coded line and sector types, each of which are programmed to... tem was developed to allow you to create your own line and sector types for use in [[fs:pwad]]s. If you... is a lot to learn. ===== Overview ===== [[xg:line_type|Line type]]s separate the [[xg:triggers|acti
- chain_sequence @xg:class
- 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 possible to have a sw... the same time, or at timed intervals. A special line class that sends [[xg:chain events]] to a copy of itself while active. This allows lines that perform a timed sequence of actions. If the
- combination_lock @howto
- hat we will be chaining together multiple XG [[xg:line_type|line types]] to create a re-usable lock mechanism that can be used to activate another mechanism (... ===== /writeme ==== Definitions ==== <code> Line Type { Id = 1000 Comment = "Combo Lock ON... ound = "swtchn" Act tag = 1 } </code> <code> Line Type { Id = 1001 Comment = "Combo Lock O
- examples @xg
- ====== Line Type examples ====== ===== Restore sector light color & luminance ===== <code> Line Type { ID = 6101 Flags2 = when_deact | when... ight Type = flip Count = -1 Ip0 = "lpref_line_tagged_floors" Ip2 = 1 Ip3 = 1 Ip4 = "li... the sectors that have the same tag number as the line to their original values, when the line is activa
- mimic_sector @xg:class
- get Num| [[lsref]], [[lsrefd]]| Target reference (Line → Sector). This tells Doomsday which sector(s) we... icing. The mimic_sector class can only be used on lines and we need to reference one or more sectors, th... onent]] Ip1. For example: * Target Ref = "lsref_line_tagged" * Target Num = 8000 | | Ip2,Ip3| Mimic ... ref_highest_floor" | ===== Example ===== Line Type { ID = 5006 Comment = "Sectors w
- wall_material @xg:class
- erial Changes the [[material]] of the referenced lines. ===== Parameters ===== ^ Prm^ Name^ Type^ M... Num| [[xg:refs:lref]] | Reference to one or more lines. | | Ip2| Side Num| Integer| Zero or one. Specifies the line side to modify. Side zero is the front side. | | ... ture. If not specified, the upper textures of the lines won't be affected. | | Ip4| Middle Texture| Text