Fulltext results:
- reference_guide @xg
- [[line_type_examples|Line Type examples]] * [[sector_type_examples|Sector Type examples]] * [[colored_xg_sector_lighting_example|Sector light color examples]] * [[howto:combination_lock|How to create a combination lock]] ==== Refe... es ==== * [[xg:class|Line classes]] * [[xg:sector_type|Sector types]] * [[xg:map_object_reference|Object and prop
- particle_generator_examples @modding
- ====== Particle generator examples ====== This articles contains a number of [[ded:generator|particle generator definition]] examples. (The syntax of these DED examples is not the most exemplary. The Stages in particular should be made more... or the Lost Soul in jDRP 1.1 I have used the Mobj type so that all Lost Souls share the same number of p
- 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 complex topic, with many core con... ==== Sounds can be played for ambient effect in sectors with this type. [[#Ambient sound]]s are played at the interval s... and will appear to emanate from the middle of all sector(s) with this type. ==== Angles ==== All angles are specified in
- 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 | |... ,Target Num| [[xg:refs:lsref]] | Reference to the sectors whose type to change. | | Ip2| Sector Type| Integer| Sector
- 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. ===== Ab... bols and more are described in detail on the [[xg:sector_type|Sector Types]] page). We suggest you start off with the simp... Blue fn) for mixed colors and results. <code> Sector Type { ID = 5010 Comment = "Green sector lig
- examples @xg
- ====== Line Type examples ====== ===== Restore sector light color & luminance ===== <code> Line Type { ID = 6101 Flags2 = when_deact | when_act | any Class = sector_light Type = flip Count = -1 Ip0 = "lpre
- sector_light @xg:class
- f,Target Num| [[xg:refs:lsref]]| Reference to the sectors whose type to change. | | Ip2| Change Light| Integer| If non-zero, the light level of the sectors will be changed. Otherwise the light level won't... lor| Integer| If non-zero, the light color of the sectors will be changed. Otherwise the color of the ligh... ed Delta| Integer| Offset to the red component of sector light color [0...255]. | | Ip8| Green Delta| Inte
- function_script @xg
- 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... nctions' scale and offset can be specified in the type definition. Examples: ^ Function^ Meaning | | '
- build_stairs @xg:class
- tination. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0Ip1| Target RefTarget Num| [[lpre... on-zero), stair building spreads to all adjoining sectors that have a line facing the current sector (spread build). If false (zero), stair building only spreads over the line that is facing the current sector and has the lowest index number. | | Ip4| Start S
- teleport @xg:class
- ivator to the first teleport exit in the target [[sector]]. Similar to the original Doom teleport [[line s... cial]]. ===== Parameters ===== ^ Prm ^ Name ^ Type ^ Meaning ^ | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lsref]]| Reference to the sector to teleport the activator to. | | Ip2| No Flash| ... tomped (telefragged) by the activator. | ===== Examples ===== Line Type { ID = 5020 Fla