Fulltext results:
- map_object_reference @xg
- pref_none|none]]| Reference to nothing. With some line classes this type of reference has a special meaning. | | [[.refs:s... already referenced object. If a parameter of a [[xg:class|line class]] can be logically resolved by interpreting a usi... ect(s) instead of specifying it statically in a [[xg:line type]] definition. One potential usage of this functionality would be a line type which upon [[xg:activation_requirement|activation]], ends the cur
- 1.9.0-beta1...4 @version
- n twosided linedefs. * changed: [[mimic_sector_xg_class_]] was using the line's [[act_tag]] when the [[mimic]] target reference... efault color for messages. ==== XG ==== * [[line_type]]: [[xg_line_type]] definitions now have [[xg_altername_name|alternate names]] for the iparms. * [[line_teleport_xg_class_]]: [[boom]]-style line->line (silent) teleport * [[teleport_xg_class_]] * Added more [[xg_dev]] messages. Reference
- activation_requirement @xg
- ====== Activation requirements (XG) ====== An [[xg:line_type|Line Type]] can specify several requirements that must be me... 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 (player, missile, etc.) and any combination of keys possessed by the activator.... ements for activation and deactivation within a [[line_type|Line Type]] definition, use the Flags property of the defin
- reference_guide @xg
- ====== XG reference guide ====== **XG** (E**x**tended **G**eneralised Line/Sector Types) is a powerful, flexible addition to the mapper's arsenal tha... ere is a lot to learn. ===== Overview ===== [[xg:line_type|Line type]]s separate the [[xg:triggers|activation method]]... n_requirement|activation requirements]] and the [[xg:refs|effects]] of the line. It is possible to create 'chains' of line types, which effectively combine many types of line into one. Chains are a very important part of XG. Often it is easiest to define several line types, each performing a simpler (perhaps re-usable) f
- 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... en the player "uses" it. Once triggered, a line's class //might// be executed depending on the line's "event type" (see below), the current "state" of the line (ie... If no trigger events are defined then the line's class can **ONLY** be triggered remotely (eg by a line using the [[xg:class:chain_sequence|Chain Sequence]]). ===== E... = The flags listed below are used to define the type of events that can activate and deactivate a line. Combining the flags is allowed so lines can be a
- 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]] that define what the line does. The class's behavior is carried out when the line is [[xg:line_activation|activated]], [[xg:line_activation|deactivated]] (or both) or when some... her triggering condition occurs. Some examples of line classes include [[xg:class:plane_move|Move Plane]], [[xg:class:end_level|End Level]], and [[xg:class:wall_
- line_activation @xg
- to succeed. These include. for instance the event type, a [[xg:line_counter|counter]] (as in "line can be activated N times"), activator type (playe... d. The most important one is the execution of the line's [[xg:class|class]]. Other things include showing of messages, play... default when testing activation requirements for XG line types. Use this flag to allow the 'Any Trigger' flag to override XG's activator type requirements. ===== See also ===== * [[xg:line_type]]
- chains @xg
- e^ Actioned | | Activation (Act.)| When a trigger line type is [[xg_line_activation|activated]]. | | Deactivation (Deact.)| When a trigger line 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 the activation chain **5120**. Upon activatio
- 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 used to determine if a line can be activated or not. If a line's count is -1 it can be activated an infinite number
- 1.9.0-beta6 @version
- XS_GetType. * If a map number is not set in an XG end_level line type the exit would take the player to the first map (... 045&group_id=74815). * Giving armour using the XG power line type would only work as expected if the player had alr... emented by one. === XG === * Thinking for [[xg_line_type]]s and [[xg_sector_type]]s now handled using the existing thinker mechani... efault is on). === XG === * [[wall_material_xg_class_]] can now specify whether middle [[material]]s on twosided [[linedef]]s should be stretched from floor to ceiling.
- combination_lock @howto
- aware, that we will be chaining together multiple XG [[xg:line_type|line types]] to create a re-usable lock mechanism that can ... se a simple door but in your own maps you could [[xg:class:build_stairs|build stairs]], [[xg:class:end_level|end the level]] etc...). In the proces... ===== /writeme ==== Definitions ==== <code> Line Type { Id = 1000 Comment = "Combo Lock ON Swit... ound = "swtchn" Act tag = 1 } </code> <code> Line Type { Id = 1001 Comment = "Combo Lock OFF Sw
- plane_move @xg:class
- ====== Plane move (XG class) ====== <code>Class = plane_move </code> Moves a [[modding:plane]] (floor or c... 12 as a sector type ID number. | | Ip13,Ip14| End Type Ref, End Type Num| [[xg:refs:lpref]] | Reference to the sector whose type... A reference for when one wishes their plane move XG to match the speeds of the games original plane movement types. ^ Movement Type^ Speed per tic^ Speed per seco... 4 units| 140 units | ===== Example ===== Line Type { ID = 5006 Comment = "Lower when Pla
- chain_sequence @xg:class
- in 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 possib... the same time, or at timed intervals. A special line class that sends [[xg:chain events]] to a copy of itself while active. ... sequence loop continuously. | | Ip1‚Ip2,...Ip19| Line Type 0...18| Integers| List of chains. ID numbers of line types. A zero ends the list. For example: Ip1 = 1002 ... 2 = 3 Fp3 = 10.35 | ===== Example ===== Line Type { ID = 9000 Class = chain_sequence Fl
- syntax @wiki
- enerated inline HTML)'; </php> <PHP> echo '<table class="inline"><tr><td>The same, but inside a block level eleme... echo ' (inline HTML)'; </php> <PHP> echo '<table class="inline"><tr><td>The same, but inside a block level eleme
- use_deds_in_doom_builder @howto
- you can insert all your DED definitions and your XG line/sector classes. The first thing we are going to do is add the ... n but don't worry about that atm (check out the [[xg|XG reference]] for more information on [[xg_line_type|XG Line]] and [[xg_sector_type|Sector]] types). * Type the following starting on a new line: Sector Type { # My Red Light. ID = 8000 Red fn = "z" Green fn = "a" Blue fn