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
- 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... 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
- 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
- plane_material @xg:class
- ====== Plane material (XG class) ====== <code>Class = plane_material </code> Changes the [[modding:material]] of the referenced [[modd... ukage below your feet when crossed" Flags = player_cross Flags2 = when_act | any Class = plane_material Count = 1 Ip0 = "lpref_my_f