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 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
- plane_move
- ====== 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... 4 units| 140 units | ===== Example ===== Line Type { ID = 5006 Comment = "Lower when Pla... 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 line carries out it's acti
- chain_sequence
- 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 l... 2 = 3 Fp3 = 10.35 | ===== Example ===== Line Type { ID = 9000 Class = chain_sequence Fl
- mimic_sector
- ====== Mimic sector (XG class) ====== <code>Class = mimic_sector </code> The //Mimic sector// class is use... or(s) using Ip0 and, if required by the reference type, the [[data_component]] Ip1. For example: * Target Ref = "lsref_line_tagged" * Target Num = 8000 | | Ip2,Ip3| Mimic ... ref_highest_floor" | ===== Example ===== Line Type { ID = 5006 Comment = "Sectors with a... The line is triggered when the player shoots the line (Flags = player_shoot). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's acti
- sector_type
- ====== Sector type (XG class) ====== Class = sector_type Changes the [[sector_type|type]] of one or more sectors. ===== Parameters ===== ... pe^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lsref]] | Reference to the sectors whose type to change. | | Ip2| Sector Type| Integer| Sector type ID. Must be an [[xg:sector type]], or zero. | ===== Examples ===== Line Type {
- 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 | | Ip0, Ip1| Ta... ef, Target Num| [[lref]], [[lrefd]]| Reference to the lines whose type to change. | | Ip2| Line Type| Integer| Line type ID. Must be an [[xg:line_type]]. |
- damage
- witch 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 THINGS in a sector (e.g., the d... t rise above this. | ===== Example ===== Line Type { ID = 5006 Comment = "Give health when p... 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 line carries out it's acti
- power
- t 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 all THINGS in a s... e this. Default: 0 | ===== Example ===== Line Type { ID = 5006 Comment = "Give armor whe... 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 line carries out it's action when active (Flags2 = when_act). The line can only
- 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 ... ]) by the activator. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross
- none
- G class) ====== <code>Class = none </code> This XG line class is a special case in that it does nothing (it has... ns]] can be accessed. ===== Example ===== Line Type { ID = 5007 Comment = "Say hello to t... 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 line carries out it's action when active (Flags2 = when_act). The line can only
- wall_material
- ====== Wall material (XG class) ====== Class = wall_material Changes the [[material]] of the referenced... ce color [0...255]. | ===== Example ===== Line Type { ID = 5001 Comment = "Set front mid ... 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 line carries out it's action when active (Flags2 = when_act). When activated, al
- key
- ====== Key (XG class) ====== <code>Class = key </code> Gives keys to or takes them from the activator, who... keys to take away. | ===== Example ===== Line Type { ID = 5006 Comment = "Give the red key to ... 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 line carries out it's action when active (Flags2 = when_act). The line can only
- music
- ====== Music (XG class) ====== <code>Class = music </code> Changes the currently playing music. ===== Par... will play looped. | ===== Example ===== Line Type { ID = 5006 Comment = "Play music tra... 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 line carries out it's action when active (Flags2 = when_act). The line can only
- end_level
- ====== End level (XG class) ====== <code>Class = end_level </code> Exits the current level. ===== Paramete... Exit is non-zero. | ===== Example ===== Line Type { ID = 5006 Comment = "Go to next level w... 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 line carries out it's action when active (Flags2 = when_act). The line can only
- teleport
- ====== Teleport (XG class) ====== Class = teleport Teleports the activator to the first teleport exit in... by the activator. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross Flags2 = when_act | any Class = teleport Type = timed_off Count = -1 Target Ref = "lsref_line_tagged" No Flas