Fulltext results:
- map_object_reference @xg
- order to provide extended functionality, lines, [[plane]]s (floors and ceilings) and sectors need to refe... or]]s. When using lightrefs a set of sectors or [[plane]]s has usually already been targeted. Lightrefs ... all|all]]| All lines in the map. | ==== Line → plane ==== //Line-plane references// or //lprefs// are [[line]] //to// [[plane]] references. They are used w
- plane_move @xg:class
- ====== Plane move (XG class) ====== <code>Class = plane_move </code> Moves a [[modding:plane]] (floor or ceiling) of a [[modding:sector]] to a given height. The [[modding:texture]] of the plane can be changed in the beginning or in the end of
- 1.9.0-beta1...4 @version
- a bit slow in certain situations (lots of moving planes, many sector light changes). The LOS test hasn't... ixed: pegged middle textures "bouncing" on moving planes. * fixed: alignment in view border patch draw... ivator]]s in sector functions) * fixed: XSTrav_PlaneTexture - the [[xg_dev]] message "couldn't find su... n a suitable reference WAS found. * fixed: ltc_plane_move sector type was incorrectly being set to typ
- generator_syntax @ded
- Makes this a [[flat triggered generator]]. Each plane with the given flat receives its own generator. [... e source coordinates. * X = Distance on the XY plane (world units), rotated using source angle. * Y ... ription | | stagetouch| When touching a wall or a plane, the particle will immediately skip to the next s... //stagetouch// but only applies to floor/ceiling planes. | | dietouch| Particle will die when it touches
- plane_material @xg:class
- ====== Plane material (XG class) ====== <code>Class = plane_material </code> Changes the [[modding:material]] of the referenced [[modding:plane]]s. ===== Parameters ===== ^ Prm^ Name^ Type^... m| [[lpref]],[[lprefd]]| Reference to one or more planes. | | Ip2| Texture Ref| [[spref]]| Spref to the n
- line_type_class @xg
- hus performs only one function, like initiating a plane move or changing the type of a sector. The Class ... _chain_sequence"; Value = 0x1; } Flag { ID = "ltc_plane_move"; Value = 0x2; } Flag { ID = "ltc_build_stai... = "ltc_explode"; Value = 0x10; } Flag { ID = "ltc_plane_texture"; Value = 0x11; } Flag { ID = "ltc_plane_material"; Value = 0x11; } # Alias for plane_texture Fl
- flags_reference @ded
- uch ==== (Value = 0x1) When touching a wall or a plane, the particle will immediately skip to the next s... stagehtouch ==== (Value = 0x40) Only applies to planes. ==== dietouch ==== (Value = 0x2) Particle will die when it touches a wall or a plane. ==== bright ==== (Value = 0x4) Particle's colo... at ==== (Value = 0x90) When touching a wall or a plane, the particle is rendered flat against the surfac
- examples @xg
- e number of times (count is –1). Note that a line-plane reference is used to refer to whole sectors. This... ne | ticker Flags2 = when_act | any Class = plane_move Type = timed_off Count = 1 Time = 1... When activated, the line begins moving the floor plane of its sector. The destination height is the lowe... nch sound is played at random intervals while the plane is moving (min: 0.2 seconds, max: 0.4 seconds). T
- generator_triggers @ded
- rently. The map is periodically checked for any [[plane]]s (floors and ceilings) with the specified flat ... d as it's texture. A generator is spawned for all planes that match the associated flat. The [[sector]] to which the plane belongs will become the source of the generator. ... igin of the particles can be the ceiling or floor plane, or the space in between. The default behaviour c
- sector_type_syntax @ded
- sh things that don't fit inside it after moving a plane with [[#Functions]]. | | friction| The custom fri... ure movement angle for both the ceiling and floor planes is determined by finding the first line that bel... he function expression string. See [[:sector_type#Plane_height_functions]] ==== Ceiling fn offset ==== ... he function expression string. See [[:sector_type#Plane_height_functions]] ==== Floor fn offset ====
- statements_and_compounds @script:walkthrough
- as terminated early with ''break''. for i in ['planes', 'trains', 'automobiles'] print i end ... alue of i after the "for" loop is', i Output: planes trains automobiles Value of i after the "f... e beginning, with the next element. for i in ['planes', 'trains', 'automobiles'] if i == 'trains': continue print i, 'are cool!' end Output: planes are cool! automobiles are cool!
- sector_type @ded
- to create an "electrical-fault like" effect. === Plane height functions === Set the height of the plane to the value of the function expression. Plane height functions support relative offsets and scale facto... ion intervals. For example, the height of a floor plane might be oscillated to create a "wave like" effec
- 1.9.0-beta6 @version
- 1500). * Combined [[cvar]] //rend-light-decor-plane-far// and //rend-light-decor-wall-far//, renamed ... -far]]. * Combined [[cvar]] //rend-light-decor-plane-bright// and //rend-light-decor-wall-bright//, re... * Changed, it is now possible to enable/disable plane glows and dynamic lights independently. * Chan... ]]s on twosided [[linedef]]s by sky [[surface]] [[plane]]s. * Added [[rend-tex-filter-anisotropic]]:[[
- build_stairs @xg:class
- structures (stairs) from one or more series of [[plane]]s. A sound can be played at the beginning of the... RefTarget Num| [[lpref]][[lprefd]]| Reference to planes where stair building will begin. | | Ip2| Spread... ue (non-zero), stair building will only spread to planes with the same texture as the first plane. | | Ip3| Spread Build| integer| If true (non-zero), stair bui
- spref_original_floor @xg:refs
- loor height of a sector. The original height of a plane is set when the map is loaded or after the plane finishes moving (providing the pmf_setorig flag is being used by the plane mover).