Fulltext results:
- map_object_reference
- either itself, a [[sector]], another line or something else, a reference is needed. For example a switch... ary | | [[.refs:lightref_none|none]]| Refers to nothing. Has a special meaning depending on the context. ... Summary | | [[.refs:lref_none|none]]| Refers to nothing. Has a special meaning depending on the context. ... ummary | | [[.refs:lpref_none|none]]| Refers to nothing. Has a special meaning depending on the context.
- damage @xg:class
- ]] of damage class in order to deal damage to all THINGS in a sector (e.g., the damage a player receives ... required activator health. If it's below this, nothing will be done. Can be used to make the function no
- chains
- usually an entity in the current map (typically [[thing]]s such as enemies or other players). An example ... can be configured to only affect certain types of things (player, monster, missile, etc.). Also, each cha
- plane_move @xg:class
- s| <html><ul><li>pmf_crush: makes the plane crush things if they won't fit in the sector. Currently this ... borted. Non-crushing plane moves are aborted if a thing doesn't fit in the sector (for instance, someone
- sector_type
- [[sector chain]]s refer to [[line type]]s, so anything that can be achieved with line types can also be ... instance, if you want a sector to damage all the things touching its floor, you would set the sector typ... iction|Friction]]: Specify the friction affecting things in a sector. ===== Properties ===== The prop
- power @xg:class
- f power class in order to modify the power of all THINGS in a sector (eg an armor restore chamber could r
- sector_wind
- ind ====== //Wind// increases the momentum of [[thing]]s inside a [[sector]]. Wind speed is defined as ... : horizontal and vertical. Horizontal wind pushes things on the [[xy_plane]] to a given direction specifi
- reference_guide
- a certain set of circumstances (meaning that everything possible through changes to the state of lines is
- line_activation
- iggered]] by an //activator//, which is the [[ded:thing]] (map object; mobj). Events will activate inacti... ination of keys possessed by the activator. Many things can happen when a line is activated or deactivat... execution of the line's [[xg:class|class]]. Other things include showing of messages, playing sounds, cha
- examples
- e Type = timed_off Count = 1 Time = 1 Thing type = "POSSESSED" Ticker tics = 5 Texmove ... e ticker. Activation will only succeed if all the things whose type is POSSESSED have died or been remove... f the sector won't change. The sector would crush things if they got in the way. The sound bdopn is playe
- none @xg:class
- XG line class is a special case in that it does nothing (it has no action). The reason for it's existence
- explode @xg:class
- ssile()</code> routine, which basically kills a [[thing]] by changing its [[state]] to the [[death_state]] of the [[thing_type]]. ===== Example ===== Line Type {
- activation_requirement
- The line will only be activated if there are no THINGS of a certain type with health > 0 at the time of testing. Thing type is specified using the **Thing type** flag eg: Thing type = POSSESSED ==== no_other_use_secret ==== Only players can activate this
- lightref_none @xg:refs
- Refers to nothing. Has a special meaning depending on the context.
- spref_none @xg:refs
- Reference to nothing. With some line classes this type of reference has a special meaning.