Fulltext results:
- line_activation
- tivation (XG) ====== In [[XG]], a [[line]] has a state, it is always either //active// or //inactive//. ... r|triggered]] by an //activator//, which is the [[ded:thing]] (map object; mobj). Events will activate ... inactive. Once activated, it will remain in that state for a given period of time, after which it will a... active. Once deactivated, it will remain in that state for a given period of time, after which it will a
- reference_guide
- ==== XG reference guide ====== **XG** (E**x**tended **G**eneralised Line/Sector Types) is a powerful,... ion ===== [[games:Doom]] has a number of hard-coded line and sector types, each of which are programm... g that everything possible through changes to the state of lines is also possible through sectors). XG l... arate from the original Doom types. Both the extended and the standard types can be used in a map. ==
- activation_requirement
- ** flag eg: Thing type = POSSESSED ===== Extended requirements ===== To set the extended requirements for (De)activation within an Line Class definiti... ion of the line is executed when the line changes state from inactive to active, i.e. it's activated. ==... ion of the line is executed when the line changes state from active to inactive, i.e. it's deactivated.
- triggers
- the line's "event type" (see below), the current "state" of the line (ie active/inactive) and the [[xg:ac... e line). To set the trigger event(s) and initial state within an Line Class definition use Flags e.g.: ... Flags = player_use_a | active ===== Initial state flags ===== ==== active ==== The line is initi... t, the line is inactive after the map has been loaded. ===== Trigger types flags ===== <note>Chain