Fulltext results:
- 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
- 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
- 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
- command @xg:class
- ====== Command (XG class) ====== <code>Class = command </code> Executes a console command. ===== Parameters ===== ^ Prm^ Na... ID = 5031 Comment = "Turn fog on when player crosses" Flags = player_cross Flags2 = when_act | any Class = command Count = 1
- 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
- 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
- wall_material @xg:class
- ====== Wall material (XG class) ====== Class = wall_material Changes the [[material]] of the referenced lines. ===== Parameters ... et front mid material alpha to 50%" Flags = player_cross Flags2 = when_act | any Class = wall_material Type = timed_off Count = 1
- sound @xg:class
- ====== Sound (XG class) ====== Class = sound Plays a sound in one or more sectors. ===== Parameters ===== ^ Prm^ Name^... 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 Flags2 =
- sector_type
- ameplay functionality (for instance, damaging the player). An //XG sector// is a normal [[games:Doom]] se... would set the sector type's floor chain to a [[xg:class:damage|line type that deals damage]]. ===== Phy
- sector_type @xg:class
- ====== Sector type (XG class) ====== Class = sector_type Changes the [[sector_type|type]] of one or more sectors. ===== Param... = Line Type { ID = 5071 Flags = player_use Flags2 = when_act | any Class = sector_type Type = timed_off Time = 1
- sector_light @xg:class
- ====== Sector light (XG class) ====== Class = sector_light Changes the light level and color of one or more sectors. ===== Para... ===== Line Type { ID = 5041 Flags = player_use Flags2 = when_act | any Class = sector_light Type = timed_off Count = -1 Time =
- 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
- 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
- line_activation
- "line can be activated N times"), activator type (player, missile, etc.) and any combination of keys posse... important one is the execution of the line's [[xg:class|class]]. Other things include showing of messages, playing sounds, changing the texture of the line (han
- examples
- = 6101 Flags2 = when_deact | when_act | any Class = sector_light Type = flip Count = -1 Ip... ==== <code> Line Type { ID = 5070 Flags = player_use Flags2 = when_act | any Class = wall_texture Type = timed_off Count = 1 Time = 1 A... _FACE1" } </code> The line can be activated with player Use events. Game mode and skill level have no eff