Fulltext results:
- plane_move
- ged in the beginning or in the end of the move. A sound can be played when the move begins or ends, or at... e is done. <li> pmf_1snd: allows the playing of sounds only for the first 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 t
- sound
- ====== 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]]
- sector_light
- = timed_off Count = -1 Time = 0.5 Act sound = "swtchn" Target Ref = "lpref_my_floor"
- teleport
- 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_teleport
- 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-
- build_stairs
- (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