Fulltext results:
- map_object_reference @xg
- 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... ine]]s need to refer to the [[light_level]]s of [[sector]]s. When using lightrefs a set of sectors or [[pl... refs:lightref_my|my]]| The referring line's front sector's light level. | | [[.refs:lightref_back|back]]|
- sector_type_syntax @ded
- <code> Sector Type { ID = 0 Comment = "" Flags = flag1 | flag2 Friction = 0.0 Gravity = 0.0 Ac... = A unique identifying number (integer) for the sector type. Map editors use the id to refer to this sector type. Valid IDs are in the range 1...65535 <note>User-defined sector types have precedence over those of the original
- sector_type @xg
- ====== Sector Type (XG) ====== A //sector type// defines the behavioral properties of a [[sector]]. All sectors set to a certain type share the sam... roperties related to the visual appearance of the sector (for instance, light color) and gameplay function
- 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]] to another. This allows any sector(s) to take o
- use_deds_in_doom_builder @howto
- to show up at the start of the level and giving a sector some neat red lighting. This will show you two th... a DED B) How to use XG to add red lighting to a sector * Go to the file menu and click on **Scripts*... insert all your DED definitions and your XG line/sector classes. The first thing we are going to do is ad... exture = "SKY1" } } Now lets make that sector with the red lighting I mentioned earlier. This i
- 1.9.0-beta1...4 @version
- ion of manually-placed light sources and smoothed sector lights. Once finished, it is intended to be the n... ccurate line-of-sight tests and leaking of smooth sector light. To an extent these issues are insignifican... n certain situations (lots of moving planes, many sector light changes). The LOS test hasn't been touched ... == ==== XG ==== * fixed: bug that prevented sector chains from working correctly under certain circu
- 1.9.0-beta6 @version
- ayable. * Fatal error when attempting to build sector line and subsector tables for maps with damaged/invalid data structures (e.g. STARGATE.wad http://sourcef... oup_id=74815). * Game objects not drawn if the sector they are in is not visible (http://sourceforge.ne... is attempted using the sdl_mixer driver. * Subsector reverb values were calculated incorrectly (always
- sector_type @ded
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a generalized sector type, for use with the [[:XG]] system. XG is a co... and will appear to emanate from the middle of all sector(s) with this type. ==== Angles ==== All angle
- reference_guide @xg
- ===== **XG** (E**x**tended **G**eneralised Line/Sector Types) is a powerful, flexible addition to the ma... [games:Doom]] has a number of hard-coded line and sector types, each of which are programmed to do certain... eveloped to allow you to create your own line and sector types for use in [[fs:pwad]]s. If you are new to... p behind a single [[modding:line special]]. [[xg:sector_type|Sector type]]s define various physical chara
- colored_xg_sector_lighting_example @xg
- ====== XG sector lighting examples ====== A [[xg:sector_type|XG sector type]] can be used to define different colored lights/tints within a sector. ===== About XG value functions ===== To begi
- 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
- chains @xg
- 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
- sector_type @xg:class
- ====== Sector type (XG class) ====== Class = sector_type Changes the [[sector_type|type]] of one or more sectors. ===== Parameters ===== ^ Prm^ Name^ Ty... nce to the sectors whose type to change. | | Ip2| Sector Type| Integer| Sector type ID. Must be an [[xg:se
- examples @xg
- ====== Line Type examples ====== ===== Restore sector light color & luminance ===== <code> Line Type {... Flags2 = when_deact | when_act | any Class = sector_light Type = flip Count = -1 Ip0 = "lpre... he line can only be activated once. ===== Lower sector floor ===== <code> Line Type { ID = 5006 ... ed, the line begins moving the floor plane of its sector. The destination height is the lowest floor heigh
- function_script @xg
- hers represent values from zero to one. [[modding:sector|Sectors]] can use functions to change their light... nked to the value of another function of the same sector (their values are always equal). The character fo... '=b'' would be linked to the Blue function of the sector. | | +| Dynamic offset. When the function is init... alized (at the beginning of the level or when the sector type is set) its offset will be modified dependin