Fulltext results:
- 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
- activation_requirement
- "line can be activated N times"), activator type (player, missile, etc.) and any combination of keys posse... 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: yellow key). If the player doesn't have the key the message "You need a [key
- power @xg:class
- ====== Power (XG class) ====== Class = power Modifies the activator's [[power]] ([[armor]]) level. Only operates on players... lectromagnetic field could sap the power from the player's armor. Power class lines can only affect the activator of the line and the activator must be a player
- 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
- 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