Fulltext results:
- map_object_reference
- either itself, a [[sector]], another line or something else, a reference is needed. For example a switch that opens a door needs som... ome //special// action. In order to provide extended functionality, lines, [[plane]]s (floors and ceil... ary | | [[.refs:lightref_none|none]]| Refers to nothing. Has a special meaning depending on the context. ... | The original light level set when the map is loaded. | | [[.refs:lightref_current|current]]| The curr
- chains
- usually an entity in the current map (typically [[thing]]s such as enemies or other players). An example ... emporary line is set up as follows: it is a one-sided line, whose front sector is the sector the chain
- plane_move @xg:class
- n't fit in the sector. Currently this is a hard coded to 10 damage per tic regardless of the speed of t... borted. Non-crushing plane moves are aborted if a thing doesn't fit in the sector (for instance, someone
- sector_type
- ector_chain|chains]] that are used to define extended functionality. Note that [[sector chain]]s refer to [[line type]]s, so anything that can be achieved with line types can also be ... The properties of XG sector types are documented in the [[ded:sector_type|Sector Type]] definition.
- sector_wind
- ind ====== //Wind// increases the momentum of [[thing]]s inside a [[sector]]. Wind speed is defined as ... Wind Angle) at a speed of 2 (Wind Speed) ===== See also ===== * [[ded:Sector Type]] definition
- 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... a certain set of circumstances (meaning that everything possible through changes to the state of lines is... arate from the original Doom types. Both the extended and the standard types can be used in a map. ==
- line_activation
- r|triggered]] by an //activator//, which is the [[ded:thing]] (map object; mobj). Events will activate inacti... 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... re-opened while it's already opening). ==== 2sided ==== The line can be activated and deactivated f
- activation_requirement
- tain 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 ... an only be activated by THINGS of a certain type. Thing type is specified using the **Thing type** flag e