Fulltext results:
- map_object_reference
- 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
- damage @xg:class
- the player could receive a "shock". Damage class lines can only affect the activator of the line. It is possible however, to use an XG sector's floor chain to "call" an [[xg:line]] of damage class in order to deal damage to all ... t rise above this. | ===== Example ===== Line Type { ID = 5006 Comment = "Give health w
- chains
- . 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
- plane_move @xg:class
- ement (Fp1). <li> pmf_abort_a: will activate the line that initiated the plane move if the moving of th... aborted. <li> pmf_abort_d: will deactivate the line that initiated the plane move if the moving of th... is aborted. <li> pmf_done_a: will activate the line that initiated the plane move when the plane reac... on height. <li> pmf_done_d: will deactivate the line that initiated the plane move when the plane reac
- command @xg:class
- fog end 500</code> | ===== Example ===== Line Type { ID = 5031 Comment = "Turn fog ... Count = 1 sp0 = "fog on" } When this line is crossed, the console command "fog on" will ena
- 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
- triggers
- ====== 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:
- 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
- sound @xg:class
- y from the center. | ===== Example ===== Line Type { ID = 5026 Comment = "Play switch sound when player crosses line in the sector on the front side of the line" Class = sound Flags = player_cross Flags... sref_my" Sound ID = "swtchn" } Creates a line which, when crossed, plays the switch sound (Soun
- sector_type
- tionality. Note that [[sector chain]]s refer to [[line type]]s, so anything that can be achieved with line types can also be done with sectors. For instance, ... sector type's floor chain to a [[xg:class:damage|line type that deals damage]]. ===== Physics =====
- sector_type @xg:class
- type]], or zero. | ===== Examples ===== Line Type { ID = 5071 Flags = player_use ... me = 1 Count = -1 Target Ref = "lpref_line_tagged_floors" Sector Type = 0 } When ac... ed, all sectors whose tag is equal to that of the line being activated will have their sector type set t
- sector_light @xg:class
- color [0...255]. | ===== Examples ===== Line Type { ID = 5041 Flags = player_use F
- power @xg:class
- p the power from the player's armor. Power class lines can only affect the activator of the line and the activator must be a player. It is possibile however,... to use an XG sector's floor chain to "call" an XG line of power class in order to modify the power of al... e this. Default: 0 | ===== Example ===== Line Type { ID = 5006 Comment = "Give armo