Fulltext results:
- 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
- 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
- damage @xg:class
- 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
- 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
- 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
- command @xg:class
- ====== Command (XG class) ====== <code>Class = command </code> Executes a console command. ===== Paramet... fog end 500</code> | ===== Example ===== Line Type { ID = 5031 Comment = "Turn fog on wh... player_cross Flags2 = when_act | any Class = command Count = 1 sp0 = "fog on" } When this line is crossed, the console command "fog on" will ena
- 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
- 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
- wall_material @xg:class
- ====== Wall material (XG class) ====== Class = wall_material Changes the [[material]] of the referenced... pe^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lref]] | Reference to one or more lines. | | Ip2| Side Num| Integer| Zero or one. Specif... 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 acti
- sound @xg:class
- ====== Sound (XG class) ====== Class = sound Plays a sound in one or more sectors. ===== Parameters =... 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
- sector_type @xg
- ings touching its floor, you would set the sector type's floor chain to a [[xg:class:damage|line type that deals damage]]. ===== Physics ===== ... iction affecting things in a sector. ===== Properties ===== The properties of XG sector types are documented in the [[ded:sector_type|Sector Type]] definition.
- sector_type @xg:class
- ====== 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 {
- sector_light @xg:class
- ====== Sector light (XG class) ====== Class = sector_light Changes the light level and color of one or ... e^ Meaning | | Ip0, Ip1| Target Ref,Target Num| [[xg:refs:lsref]]| Reference to the sectors whose type to change. | | Ip2| Change Light| Integer| If non... color [0...255]. | ===== Examples ===== Line Type { ID = 5041 Flags = player_use Flags2 = when_act | any Class = sector_light Type = timed_off Count = -
- power @xg:class
- 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
- teleport @xg:class
- ====== 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