Fulltext results:
- map_object_reference
- ct, just about every 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 needed. For example a switch that opens a door needs som... //Sector-plane references// or //sprefs// are [[sector]] //to// [[plane]] references. They are used when [[line_type]]s need to reference one or more [[plane]]s in sp... Reference to nothing. With some line classes this type of reference has a special meaning. | | [[.refs:s
- chains
- a given amount of time has passed. The door line type's activation chain would move the ceiling of the tagged sector to some reasonable height, like to the lowest adj... hods/requirements for a single line type. ===== Sector Type Chains ===== Each [[xg:sector_type|XG sector type]] has four chains: the floor, ceiling, inside and ticker chain. Like with... emporary line is set up as follows: it is a one-sided line, whose front sector is the sector the chain belongs to. It has no sidedefs, so oper
- plane_move @xg:class
- t a given interval 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 tic regardless of the speed of t... p9 is set to spref_special . | | Ip11,Ip12| Start Type Ref, Start Type Num| [[lpref]], [[lprefd]]| Reference to the sector whose type will be used for the moving plane's sector after the move is begun. * lpref_special treats Ip12 as a sector type ID number. | | Ip13,
- sound @xg:class
- sectors. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg... h the sound is to be played. | | Ip2| Sound ID| [[ded:Sound]] | Name of the sound to play. | | Ip3| Ori... ound from a specific origin within the referenced sector (1=floor, 2=ceiling) else play from the center. | ===== Example ===== Line Type { ID = 5026 Comment = "Play switch so
- sector_type
- ector_chain|chains]] that are used to define extended functionality. Note that [[sector chain]]s refer to [[line type]]s, so anything that can be achieved with line ty... ion affecting things in a sector. ===== Properties ===== The properties of XG sector types are documented in the [[ded:sector_type|Sector Type]] definition.
- sector_wind
- direction (Wind Angle) at a speed of 2 (Wind Speed) ===== See also ===== * [[ded:Sector Type]] definition
- reference_guide
- ==== XG reference guide ====== **XG** (E**x**tended **G**eneralised Line/Sector Types) is a powerful, flexible addition to the ma... ion ===== [[games:Doom]] has a number of hard-coded line and sector types, each of which are programmed to do certain... p behind a single [[modding:line special]]. [[xg:sector_type|Sector type]]s define various physical characteristics of a s... s is also possible through sectors). XG line and sector types are entirely separate from the original Doom types. Both the extended and the standard types can be used in a map. ==
- function_script
- alized (at the beginning of the level or when the sector type is set) its offset will be modified depending on ... ''+f'' would add the original floor height of the sector to the function offset. | ===== Evaluation of f... n the timer for the current one reaches zero. The type definition specifies the minimum and maximum numb... ied with a scaling factor and an offset will be added. Acceptable values for the function depend on the
- line_type_class
- ion, like initiating a plane move or changing the type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the clas... "ltc_line_type"; Value = 0x6; } Flag { ID = "ltc_sector_type"; Value = 0x7; } Flag { ID = "ltc_sector_light"; Value = 0x8; } Flag { ID = "ltc_activate"; Value = 0x9;