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]]|
- map_info_syntax @ded
- nly change how the map is visualized - the actual sector light levels are unaffected. ==== Fog color R =
- thing @ded
- andom height between the floor and ceiling of the sector it start's in. It should be noted that if the thi... ected by wind sectors (both Heretic/HeXen default sector types and XG). | | floorbounce| Yes| Yes| Yes| Th
- 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 @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
- 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
- ound from a specific origin within the referenced sector (1=floor, 2=ceiling) else play from the center. |... Play switch sound when player crosses line in the sector on the front side of the line" Class = soun... ays the switch sound (Sound ID = "swtchn") in the sector which is on the front of the line (Target Ref = "
- 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
- 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
- sector_light @xg:class
- ====== Sector light (XG class) ====== Class = sector_light Changes the light level and color of one or more sector... ed Delta| Integer| Offset to the red component of sector light color [0...255]. | | Ip8| Green Delta| Integer| Offset to the green component of sector light color [0...255]. | | Ip9| Blue Delta| Integ
- 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