Fulltext results:
- plane_move @xg:class
- ged in the beginning or in the end of the move. A sound can be played when the move begins or ends, or at... irst referenced plane.</ul></html> | | Ip4| Start Sound| Sound| Name of the sound to play when the move is begun. | | Ip5| End Sound| Sound| Name of the sound to play
- build_stairs @xg:class
- (stairs) from one or more series of [[plane]]s. A sound can be played at the beginning of the stair build... r and has the lowest index number. | | Ip4| Start Sound| [[soundid]]| Name of the sound to play when the building begins. | | Ip5| Step Start Sound| [[soundid]]| Name of the sound to play when a st
- sound @xg:class
- ====== Sound (XG class) ====== Class = sound Plays a sound in one or more sectors. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0,Ip1... more sectors. These are the sectors in which the sound is to be played. | | Ip2| Sound ID| [[ded:Sound]]
- line_teleport @xg:class
- iated effects will not be used. | | Ip3| Teleport Sound| [[soundid]]| The sound to play when teleporting or if zero; no sound will be played. | | Ip4| Exit Side| integer| If true (non-... arget Num = 123 No Flash = 1 Teleport Sound = 0 Exit Side = 0 Always Stomp = 1
- examples
- Type = timed_off Count = 1 Time = 1 Act sound = "swtchn" Ip0 = "lref_all" Ip3 = "SP_FACE1... are changed to SP_FACE1. The standard Doom switch sound swtchn is played upon activation. The line can on... or would crush things if they got in the way. The sound bdopn is played when the move is begun, and bdcls... he destination height has been reached. The punch sound is played at random intervals while the plane is
- teleport @xg:class
- associated effects will not be used. | | Ip3| No Sound| integer | If true (non-zero), the teleport sound will not be played. | | Ip4| Always Start Stomp| integ... = "lsref_line_tagged" No Flash = 1 No Sound = 1 Always Stomp = 1 } The line is activ... ts will be rendered and there will be no teleport sound. If there are any mobjs at the teleport destinati
- line_type_class
- ID = "ltc_music"; Value = 0xB; } Flag { ID = "ltc_sound"; Value = 0x14; } Flag { ID = "ltc_line_count"; V
- sector_light @xg:class
- = timed_off Count = -1 Time = 0.5 Act sound = "swtchn" Target Ref = "lpref_my_floor"