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xg:class:chain_sequence [2019-11-26 08:57] – [Chain sequence (XG class)] skyjake | xg:class:chain_sequence [2019-11-26 09:01] (current) – [Parameters] skyjake | ||
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+ | ====== Chain sequence (XG class) ====== | ||
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+ | < | ||
+ | </ | ||
+ | A chain sequence can be used to chain many different [[xg:line type]]s (of any class) behind one line. For example, using a chain sequence it is possible to have a switch in your level that opens a door, dims the lights and lowers a lift all at the same time, or at timed intervals. | ||
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+ | A special line class that sends [[xg:chain events]] to a copy of itself while active. This allows lines that perform a timed sequence of actions. If the line is deactivated the processing of the chain sequence is stopped. Each of the [[xg:chain events]] will be an activating event. | ||
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+ | ===== Parameters ===== | ||
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+ | ^ Prm^ Name^ Type^ Meaning | | ||
+ | | Ip0| Chain Flags| Flags| • // | ||
+ | | Ip1‚Ip2, | ||
+ | | Fp0| | Float| Randomness of intervals, in percents. A value of 100 means the actual interval of two chains is 0%...200% of the defined interval. | | ||
+ | | Fp1‚Fp2, | ||
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+ | ===== Example ===== | ||
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+ | | ||
+ | Line Type { | ||
+ | ID = 9000 | ||
+ | Class = chain_sequence | ||
+ | Flags = player_cross | ||
+ | Flags2 = when_act | any | ||
+ | Time = -1 | ||
+ | Count = 1 | ||
+ | Chain Flags = done_d | ||
+ | Line Type 0 = 9002 | ||
+ | Line Type 1 = 9003 | ||
+ | Line Type 2 = 0 | ||
+ | Fp1 = 1 | ||
+ | Fp2 = 3 | ||
+ | } | ||
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+ | The line can only be activated by the player crossing it (Flags = player_cross), | ||
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