Fulltext results:
- map_object_reference
- ery time you create a new [[line_type|line]] or [[sector_type]] you will need to use at least one of them.... needs to perform an action on either itself, a [[sector]], another line or something else, a reference is... pically done with [[tag]]s, so that the lines and sectors sharing the same tag will participate in the exe... lity, lines, [[plane]]s (floors and ceilings) and sectors need to refer to each other in some way. In XG,
- damage @xg:class
- of the line. It is possible however, to use an XG sector'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
- chains
- vation chain would move the ceiling of the tagged sector to some reasonable height, like to the lowest adj... move it to the same height with the floor of the sector, thus closing the door. ===== Available chains ... hods/requirements for a single line type. ===== Sector Type Chains ===== Each [[xg:sector_type|XG sector type]] has four chains: the floor, ceiling, inside an
- plane_move @xg:class
- modding:plane]] (floor or ceiling) of a [[modding:sector]] to a given height. The [[modding:texture]] of t... terval while the plane is moving. The type of the sector whose plane is being moved can be changed in the ... s the plane crush things if they won't fit in the sector. Currently this is a hard coded to 10 damage per ... e moves are aborted if a thing doesn't fit in the sector (for instance, someone is standing under a door w
- sound @xg:class
- = Class = sound Plays a sound in one or more sectors. ===== Parameters ===== ^ Prm^ Name^ Type^ M... Num| [[xg:refs:lsref]] | Reference to one or more sectors. These are the sectors in which the sound is to be played. | | Ip2| Sound ID| [[ded:Sound]] | Name of th... ound from a specific origin within the referenced sector (1=floor, 2=ceiling) else play from the center. |
- sector_type
- ====== Sector Type (XG) ====== A //sector type// defines the behavioral properties of a [[sector]]. All sectors set to a certain type share the same behavior. [[XG]] allows defining properties related t
- sector_type @xg:class
- ====== Sector type (XG class) ====== Class = sector_type Changes the [[sector_type|type]] of one or more sectors. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0,Ip1| Ta
- sector_light @xg:class
- ====== Sector light (XG class) ====== Class = sector_light Changes the light level and color of one or more sectors. ===== Parameters ===== ^ Prm^ Name^ Type^ M... f,Target Num| [[xg:refs:lsref]]| Reference to the sectors whose type to change. | | Ip2| Change Light| Int
- power @xg:class
- e a player. It is possibile however, to use an XG sector's floor chain to "call" an XG line of power class in order to modify the power of all THINGS in a sector (eg an armor restore chamber could repair the arm
- teleport @xg:class
- ivator to the first teleport exit in the target [[sector]]. Similar to the original Doom teleport [[line s... f,Target Num| [[xg:refs:lsref]]| Reference to the sector to teleport the activator to. | | Ip2| No Flash| ... first teleport destination found within the first sector found whose tag matches the activated line. No te
- sector_wind
- ====== Sector wind ====== //Wind// increases the momentum of [[thing]]s inside a [[sector]]. Wind speed is defined as the increase in momen... around), use the following equation (//f// is the sector friction). W<sub>spd</sub> = T<sub>spd</sub> (1... t * 270 = South ===== Example ===== <code> Sector Type { ID = 5007 Comment = "Change wind t