Fulltext results:
- combination_lock
- hat we will be chaining together multiple XG [[xg:line_type|line types]] to create a re-usable lock mechanism... ===== /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... is that linetype. ==== Definition ==== <code> Line Type { Id = 32767 Comment = "Combination vali
- create_a_light_thing
- it in our level so remember it for latter. * Type the following starting on a new line: #----------------------------------------... st there to allow us to animate our light. * Type the following starting on a new line: #----------------------------------------... ng paramaters from the previous definition. * Type the following starting on a new line: #----------------------------------------... this HOW TO I am going to go for option B. * Type the following starting on a new line: #----------------------------------------
- use_deds_in_doom_builder
- ** button. This is where you can insert all your DED definitions and your XG line/sector classes. The first thing we are going to d... ed_]] for more information on this class ). * Type the following starting on a new line: Map Info { ID = "MAP01" Name = ... [[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"
- create_a_new_monster
- place it in our level so remember it for latter. Type the following starting on a new line: <code> #-------------------------------------... don't have to repeatedly enter the same values. Type the following starting on a new line: <code> #-------------------------------------... Action? into States it's not supposed to be in. Type the following starting on a new line: <code> State { ID = "BAR_EXP" Sprit... l Monsters in our level. Save your BarrelMonster.ded Close your text editor. ====== STEP 3: Placing