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... 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,
- 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 same behavior. [[XG]] allows defining properties related t
- 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
- 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
- use_deds_in_doom_builder @howto
- slot. It's a simple square room with a couple of sectors and a player start (if you need help on getting ... 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
- 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
- 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... ==== Sounds can be played for ambient effect in sectors with this type. [[#Ambient sound]]s are played a
- 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... effects like lower a lift, open a door or, in the sectors' case, perhaps just to blink randomly. They were... eveloped to allow you to create your own line and sector types for use in [[fs:pwad]]s. If you are new to
- 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
- 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
- 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
- 1.9.0-beta6 @version
- ayable. * Fatal error when attempting to build sector line and subsector tables for maps with damaged/i... oup_id=74815). * Game objects not drawn if the sector they are in is not visible (http://sourceforge.ne... t in a segfault when trying to dereference a NULL sector ptr to determine its type in DMU. * Potential ... ct is of type DMU_SUBSECTOR the properties of DMU_SECTOR are available without having to first retrieve ei
- 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
- 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... /code> Restores the light level and color of the sectors that have the same tag number as the line to the... a line-plane reference is used to refer to whole sectors. This can be done because lpref_line_tagged_floo