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... n't fit in the sector. Currently this is a hard coded to 10 damage per tic regardless of the speed of t... 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 i
- sound @xg:class
- tors in which the sound is to be played. | | Ip2| Sound ID| [[ded:Sound]] | Name of the sound to play. | | Ip3| Origin| Integer| If non-zero, play the sound from a specific origin within the referenced sect
- line_activation
- r|triggered]] by an //activator//, which is the [[ded:thing]] (map object; mobj). Events will activate ... Other things include showing of messages, playing sounds, changing the texture of the line (handy for swi... gb | flagc etc </code> Example: Flags2 = 2sided | group_act ==== active ==== The line is initi... t, the line is inactive after the map has been loaded. ==== multiple ==== When the line is activated
- line_type_class
- type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the clas... flags are defined in Doomsday's standard [[flags.ded]]. <code> Flag { ID = "ltc_none"; } Flag { ID = ... ID = "ltc_music"; Value = 0xB; } Flag { ID = "ltc_sound"; Value = 0x14; } Flag { ID = "ltc_line_count"; V