Fulltext results:
- activation_requirement
- "line can be activated N times"), activator type (player, missile, etc.) and any combination of keys posse... = POSSESSED ==== no_other_use_secret ==== Only players can activate this line if it's marked as secret.... ed requirements for (De)activation within an Line Class definition use Flags2 eg: Flags2 = flaga | fla... tics". ==== key_1 ==== The activator must be a player who has key 1 (Doom: blue keycard, Heretic: yello
- triggers
- at can be activated when shot as well as when the player "uses" it. Once triggered, a line's class //might// be executed depending on the line's "ev... 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]]). ===== Event t... trigger event(s) and initial state within an Line Class definition use Flags e.g.: Flags = player_us
- power @xg:class
- ====== Power (XG class) ====== Class = power Modifies the activator's [[power]] ([[armor]]) level. Only operates on players. For example, when walking over a trip wire an e... lectromagnetic field could sap the power from the player's armor. Power class lines can only affect the a
- damage @xg:class
- '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 damage a player receives when walking in lava). ===== Paramete... e { ID = 5006 Comment = "Give health when player uses" Flags = player_use Flags2 = when_act | any Class = damage Count = -1 Time = 1 Min Delta = -5 Ma
- none @xg:class
- ====== None (XG class) ====== <code>Class = none </code> This XG line class is a special case in that it does nothing (it has no action). The reas... ID = 5007 Comment = "Say hello to the player" Flags = player_cross Flags2 = when_a
- plane_move @xg:class
- ====== Plane move (XG class) ====== <code>Class = plane_move </code> Moves a [[modding:plane]] (floor or ceiling) of a [[modding:s... ype { ID = 5006 Comment = "Lower when Player crosses" Flags = player_cross Flags2 = when_act | any Class = plane_move Type = t
- mimic_sector @xg:class
- ====== Mimic sector (XG class) ====== <code>Class = mimic_sector </code> The //Mimic sector// class is used to copy all the properties of one [[sector]] t... -sector]] tricks or completely disorientating the player). The properties that are copied during a mimic
- chain_sequence @xg:class
- ====== Chain sequence (XG class) ====== <code>Class = chain_sequence </code> A chain sequence can be used to chain many different [[xg:line type]]s (of any class) behind one line. For example, using a chain sequ... same time, or at timed intervals. A special line class that sends [[xg:chain events]] to a copy of itsel
- line_teleport @xg:class
- ====== 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 ... == Line Type { ID = 5020 Flags = player_cross Flags2 = when_act | any Class =
- end_level @xg:class
- ====== End level (XG class) ====== <code>Class = end_level </code> Exits the current level. ===== Parameters ===== ^ Prm^ Name^... ID = 5006 Comment = "Go to next level when player crosses" Flags = player_cross Flags2 = when_act | any Class = end_level Count = 1 Tim
- key @xg:class
- ====== Key (XG class) ====== <code>Class = key </code> Gives keys to or takes them from the activator, who must be a player. ===== Parameters ===== ^ Prm^ Name^ Type^ Me... the red key to the activator when use" Flags = player_use Flags2 = when_act | any Class = key
- teleport @xg:class
- ====== Teleport (XG class) ====== Class = teleport Teleports the activator to the first teleport exit in the target [[sector]]... = Line Type { ID = 5020 Flags = player_cross Flags2 = when_act | any Class = teleport Type = timed_off Count = -1
- music @xg:class
- ====== Music (XG class) ====== <code>Class = music </code> Changes the currently playing music. ===== Parameters ===== ^ P... nt = "Play music track ID 2 looped" Flags = player_cross Flags2 = when_act | any Class = music Count = 1 Time = 1 Song ID = 2
- line_count @xg:class
- ====== Line count (XG class) ====== <code>Class = line_count </code> Modifies the [[xg:line_counter|activation counter]]s of the re... ll tagged lines, line count by one" Flags = player_shoot Flags2 = when_act | any Class = line_count Count = -1 Time = 1 Targe
- chains
- ap (typically [[thing]]s such as enemies or other players). An example of which could be a switch that ope... e no restrictions on the number or combination of classes that can be chained together. Note that the ac... onfigured to only affect certain types of things (player, monster, missile, etc.). Also, each chain has a ... sector type that deals one point of damage to all players inside the sector once per second would be set u