Fulltext results:
- power
- ====== 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
- '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
- ====== 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
- ====== 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
- ====== 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
- ====== 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
- end_level
- ====== 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
- ====== 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
- line_teleport
- ====== 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 =
- wall_material
- ====== 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
- teleport
- ====== 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
- ====== 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
- ====== 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
- explode
- ====== Explode (XG class) ====== <code>Class = explode </code> Kills the activator. This is done by calling the <code>P_ExplodeM... Type { ID = 5030 Comment = "Kill the player if crossed" Flags = player_cross Flags2 = when_act | any Class = explode Count =
- sound
- ====== 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 =