Fulltext results:
- sector_type
- ual appearance of the sector (for instance, light color) and gameplay functionality (for instance, damaging the player). An //XG sector// is a normal [[games:Doom]] sector whose type is an //XG sector type//. XG sectors h
- examples
- Type examples ====== ===== Restore sector light color & luminance ===== <code> Line Type { ID = 61... original" } </code> Restores the light level and color of the sectors that have the same tag number as t... ==== <code> Line Type { ID = 5070 Flags = player_use Flags2 = when_act | any Class = wall_te... _FACE1" } </code> The line can be activated with player Use events. Game mode and skill level have no eff
- mimic_sector @xg:class
- -sector]] tricks or completely disorientating the player). The properties that are copied during a mimic ... r & ceiling texture offsets * Sector light and color * Sector type ===== Parameters ===== ^ Prm... d]]| Target reference (Line → Sector). This tells Doomsday which sector(s) we want to receieve the mimic... [[spref]],[[sprefd]]| Sector to mimic. This tells Doomsday which sector we want to mimic. As we've alrea
- activation_requirement
- tics". ==== key_1 ==== The activator must be a player who has key 1 (Doom: blue keycard, Heretic: yellow key). If the playe... shown. ==== key_2 ==== The activator must be a player who has key 2 (Doom: yellow keycard, Heretic: green key). If the play... shown. ==== key_3 ==== The activator must be a player who has key 3 (Doom: red keycard, Heretic: blue key). If the player d... shown. ==== key_4 ==== The activator must be a player who has key 4 (Doom: blue skull key, Heretic: not used). If the playe