Fulltext results:
- particle_generator_examples @modding
- wn Rnd = 0.3 Presim = 175 Stage { Type = line Tics = 30000 Color = { .6, .6, .6... Flags = stagetouch } Stage { Type = line Tics = 30 Color = { .6, .6, .6, 1... = 0.9 Resistance = 0.3 } Stage { Type = line Tics = 2 Color = { .6, .6, .6, 0}... 3; Color { 1 .4 .3 .5 }; }; Stage { Type = "pt_line"; Flags = "ptf_bright ptf_dietouch"; Tics
- reference_guide @xg
- y in an interaction. ==== Examples ==== * [[line_type_examples|Line Type examples]] * [[sector_type_examples|Sector Type examples]] * [[colored_xg_sector_lighting_example|Sector light color examples]] * [[howto:combination_lock|How to create a c... k]] ==== Reference guides ==== * [[xg:class|Line classes]] * [[xg:sector_type|Sector types]]
- 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 m... when some other triggering condition occurs. Some examples of line classes include [[xg:class:plane_move|Move Plane]... ow to use line types. ===== Example ===== An XG Line Type definition begins like this: <code>Line Type {
- examples @xg
- ====== Line Type examples ====== ===== Restore sector light color & luminance ===== <code> Line Type { ID = 6101 Flags2 = when_deact | when_act ... gged. ===== Change wall material ===== <code> Line Type { ID = 5070 Flags = player_use Flags2 = ... d once. ===== Lower sector floor ===== <code> Line Type { ID = 5006 Comment = "Lower when Poss gone
- sector_type @ded
- e { ID = 5002; Comment = "Immediately trigger line type 6101"; Ticker chain = 6101; Ticker chain coun... event be will sent once, immediately, to the [[xg:line type]] 6101. ==== Water current ==== <code> Sector Type { ID = 5001; Comment = "Scroll along tag 9999... aterial will scroll, in the direction that sector line with the act tag 9999 is pointing. Material scrol
- sector_type @xg:class
- type]], or zero. | ===== Examples ===== Line Type { ID = 5071 Flags = player_use ... pe = 0 } When activated, all sectors whose tag is equal to that of the line being activated will have their sector type set to zero (removed).
- model @assets
- set to be used for representing [[ded:thing]]s of type POSSESSED in the game world". The thing type must be one of the thing types defined in the loaded game.... ...textures maps... } } </code> In the above examples, the material being modified is the default one, ... dering. The material can also be changed from timeline scripts. You can use one texture image in multip
- line_teleport @xg:class
- ]) by the activator. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross Flags2 = when_act | any Class = line_teleport Type = timed_off Count = -1 Target Ref = "lref_index" Target Num = 123... Exit Side = 0 Always Stomp = 1 } The line is activated when the player crosses it. On activ
- teleport @xg:class
- by the activator. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross ... gs2 = when_act | any Class = teleport Type = timed_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
- developer_guidelines @devel
- Something(bool predicate) { // Nested type // This is ideally at the top of the meth... doSomethingMore(scopedInt); } // New line </code> As far as switches go, it must be indent... which they belong. They must always begin on the line //proceeding// the statement to which they corres... ropriate place, and the rest put on the following line. Be sure that multiline predicates are aligned s
- build_stairs @xg:class
- alues are accepted. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross Flags2 = when_act | any Class = build_stairs Type = timed_off Count = 1; Target Ref = "lpref_line_tagged_ceilings"; Spread Texture = 1; Spr
- overview_of_resources_doomsday_1.x @modding
- jDoom/Some.md2 FILE002 Another.ded</code> Each line in //DD_DIREC// contains a lump/path pair. The pa... atch the palette of the game (B) = TGAs must be type 2 (uncompressed, unmapped RGB) <note>32-bit ima... , and will be replaced with transparent pixels. Examples: * To create a high-resolution texture for t... disable high-resolution textures use the command line option ''[[-nohightex]]''. The option ''[[-texdir
- function_script @xg
- e used for a strobo effect. | | !| Chain event. A line type ID must immediately follow the exclamation point ... (at the beginning of the level or when the sector type is set) its offset will be modified depending on ... n the timer for the current one reaches zero. The type definition specifies the minimum and maximum numb... nctions' scale and offset can be specified in the type definition. Examples: ^ Function^ Meaning | | '
- info @modding
- == Syntax ===== ==== Comments ==== # A single line comment stops here. Longer comments: #> Multi-line comment begins. Continues... And ends here. <... = Value When '':'' is used, the remainder of the line is used as-is as the value. When the assignment o... e used to as delimiters. Syntax example: blocktype name { # ... Definition statements ... }
- sector_light @xg:class
- color [0...255]. | ===== Examples ===== Line Type { ID = 5041 Flags = player_use Flags2 = when_act | any Class = sector_light Type = timed_off Count = -1 Time = 0.5 Act