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 ... can be configured to only affect certain types of things (player, monster, missile, etc.). Also, each cha... emporary line is set up as follows: it is a one-sided line, whose front sector is the sector the chain belongs to. It has no sidedefs, so operations that modify the sides of the li
- 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 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 ... 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 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 ... : horizontal and vertical. Horizontal wind pushes things on the [[xy_plane]] to a given direction specifi... 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... 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... gb | flagc etc </code> Example: Flags2 = 2sided | group_act ==== active ==== The line is initi
- 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