Fulltext results:
- sector_type_syntax
- <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
- ====== 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
- flags_reference
- endered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currently in. ==== shadow1 ==== (Value = 0x2) The model ... erator will be created on the floor of the source sector. ==== ceiling ==== (Value = 0x40) (Flat trigger... ator will be created in the ceiling of the source sector. ==== space ==== (Value = 0x80) (Flat triggered
- thing
- | Yes| Yes| Yes| The thing spawns attached to the sectors ceiling, rather than the default floor. It shoul... andom height between the floor and ceiling of the sector it start's in. It should be noted that if the thi... t| | Yes| Yes| The thing will be affected by wind sectors (both Heretic/HeXen default sector types and XG). | | floorbounce| Yes| Yes| Yes| The thing will bouce a
- generator_syntax
- erator will be created on the floor of the source sector. | | ceiling| Flat triggered: Particles of the ge... ator will be created in the ceiling of the source sector. | | space| Flat triggered: Particles of the generator will be spawned at a random height in the sector. | | density| Flat_triggered: [[#Particles]] spec... e color is not affected by the light level of the sector it is in. | | flat| When touching a wall or floor
- light
- # How bright the bias light source is. Sector levels { 0 0 } # The light levels at which ... if { 80 200 } would mean the light is off if the sector # light is lower than 80 and gradualy increases to full brightness # untill the sector light is 200 at which point it is fully "on" ... inversed so that the light is fully on when # the sector light is eg 40 and fully off at 255 }
- map_info_syntax
- and random flashes of bright lighting in sky-lit sectors. | | nointermission | Do not show an intermissio... ent light ==== Minimum light level (0-1) for all sectors in the map. Note that this will only change how the map is visualized - the actual sector light levels are unaffected. ==== Fog color R =
- generator_triggers
- all planes that match the associated flat. The [[sector]] to which the plane belongs will become the sour... plane can have only one generator (therefore each sector can have up to two generators). ===== Map trigg
- model
- endered with the maximum light level (corresponds sector light level 255) regardless of the sector it's currently in. | | idangle| The model gets a unique yaw ang
- reflection
- 0.0 } # By default the shiny effect uses sector light as the basic color # of the effect... ect so it'll show up even # in very dark sectors. Shiny map = ""; # Name of the ext
- decoration
- 0 } # Two integers (0-255) that mark the sector light levels where # the light is at zero
- material_syntax
- ; Levels : Two integers (0-255) that mark the sector light levels where the light is at zero and maxim