Fulltext results:
- line_count
- ====== 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
- chain_sequence
- 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... that perform a timed sequence of actions. If the line is deactivated the processing of the chain sequen
- mimic_sector
- get Num| [[lsref]], [[lsrefd]]| Target reference (Line → Sector). This tells Doomsday which sector(s) we... 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... ing this lines' tag will mimic the sector on this line's front side, when this line is shot" Flags
- 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... Max Delta = -15 Max Limit = 150 } The line is triggered when the player uses the line (Flags
- plane_move
- 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
- line_teleport
- ====== Line teleport (XG class) ====== <code>Class = line_teleport </code> Used to teleport activators of [[line]]s of this class to a relative position along another [[line]] in the map. This is commonly used to create sea
- power
- class lines can only affect the activator of the line and the activator must be a player. It is possibi... 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... Max Delta = 50 Max Limit = 200 } The line is triggered when the player crosses the line (Fl
- wall_material
- p2| Side Num| Integer| Zero or one. Specifies the line side to modify. Side zero is the front side. | | ... ce color [0...255]. | ===== Example ===== Line Type { ID = 5001 Comment = "Set front... Count = 1 Time = 1 Target Ref = line_tagged Side = 0 Middle Alpha Delta = 128 } The line is triggered when the player crosses the line (Fl
- none
- lass) ====== <code>Class = none </code> This XG line class is a special case in that it does nothing (... ns]] can be accessed. ===== Example ===== Line Type { ID = 5007 Comment = "Say hello... e = 1 Act message = "Hello Player" } The line is triggered when the player crosses the line (Flags = player_cross). The line is active in any skill m
- music
- will play looped. | ===== Example ===== Line Type { ID = 5006 Comment = "Play musi... Song ID = 2 Play Looped = 1 } The line is triggered when the player crosses the line (Flags = player_cross). The line is active in any skill mode and any game type (Flags2 = any) and the l
- line_type
- ====== Line type (XG class) ====== <code>Class = line_type </code> Changes the [[xg:line_type|type]] of one or more [[xg:line]]s. ====== Parameters ====== ^ Prm^ Name^ Type^ Meaning | | Ip
- key
- keys to take away. | ===== Example ===== Line Type { ID = 5006 Comment = "Give the red ke... Count = 1 Time = 1 Give Keys = 1 } The line is triggered when the player "uses" the line (Flags = player_use). The line is active in any skill mode and any game type (Flags2 = any) and the lin
- end_level
- ,Data Num| [[lpref]],[[lprefd]]| Reference to the line to acquire the value for "Goto Level" parameter f... Exit is non-zero. | ===== Example ===== Line Type { ID = 5006 Comment = "Go to next le... unt = 1 Time = 1 Secret Exit = 0 } The line is triggered when the player crosses the line (Flags = player_cross). The line is active in any skill m
- sound
- 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
- teleport
- sector]]. Similar to the original Doom teleport [[line special]]. ===== Parameters ===== ^ Prm ^ Nam... by the activator. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross... ed_off Count = -1 Target Ref = "lsref_line_tagged" No Flash = 1 No Sound = 1 Always Stomp = 1 } The line is activated when the player crosses it. On activ