Fulltext results:
- map_object_reference
- ====== XG map object cross-referencing ====== ===== What is a reference? ===== References are one of the fundamental building blocks of the [[xg]] system, in fact, just about every time you crea... ctors need to refer to each other in some way. In XG, this concept is abstracted using references. Al... ication ===== Complete listing of all available XG references. The type of reference you use depends
- damage @xg:class
- ====== Damage (XG class) ====== <code>Class = damage </code> Damages or heals the activator. For exa... or of the line. It is possible however, to use an XG sector's floor chain to "call" an [[xg:line]] of damage class in order to deal damage to all THINGS i
- chains
- ====== XG chains ====== A single [[xg:triggers|XG trigger event]] can produce any number of effects in one so-called "atomic action". In mo... Activation (Act.)| When a trigger line type is [[xg_line_activation|activated]]. | | Deactivation (De
- plane_move @xg:class
- ====== Plane move (XG class) ====== <code>Class = plane_move </code> Moves a [[modding:plane]] (floo... e^ Meaning | | Ip0,Ip1| Target Ref, Target Num| [[xg:refs:lpref]] | Reference to planes to move. | | Ip2| Destination Ref| [[xg:refs:spref]]| <html>Destination height (spref).<u... play while moving. | | Ip7| Start Texture Ref| [[xg:refs:spref]]| Spref to the texture that is set wh
- command @xg:class
- ====== Command (XG class) ====== <code>Class = command </code> Executes a console command. ===== P
- chain_sequence @xg:class
- ====== Chain sequence (XG class) ====== <code>Class = chain_sequence </code> A chain sequence can be used to chain many different [[xg:line type]]s (of any class) behind one line. For ... med intervals. A special line class that sends [[xg:chain events]] to a copy of itself while active. ... g of the chain sequence is stopped. Each of the [[xg:chain events]] will be an activating event. ===
- chain_events
- #REDIRECT xg:chains
- triggers
- ====== XG triggers ====== An [[xg:line_type|Line Type]]'s [[xg:line_activation|activation type]] concerns the event(s) that lead to the... is an event (player_cross) that could trigger an XG line. XG lines can be triggered by numerous diffe
- wall_material @xg:class
- ====== Wall material (XG class) ====== Class = wall_material Changes the [[material]] of the refe... pe^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lref]] | Reference to one or more lines. | |
- sound @xg:class
- ====== Sound (XG class) ====== Class = sound Plays a sound in one or more sectors. ===== Parame... pe^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lsref]] | Reference to one or more sectors.
- sector_type
- ====== Sector Type (XG) ====== A //sector type// defines the behavioral properties of a [[sector]]. A... set to a certain type share the same behavior. [[XG]] allows defining properties related to the visua... nality (for instance, damaging the player). An //XG sector// is a normal [[games:Doom]] sector whose type is an //XG sector type//. XG sectors have special physics pr
- sector_type @xg:class
- ====== Sector type (XG class) ====== Class = sector_type Changes the [[sector_type|type]] of one... pe^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lsref]] | Reference to the sectors whose typ... ector Type| Integer| Sector type ID. Must be an [[xg:sector type]], or zero. | ===== Examples =====
- sector_light @xg:class
- ====== Sector light (XG class) ====== Class = sector_light Changes the light level and color of o... e^ Meaning | | Ip0, Ip1| Target Ref,Target Num| [[xg:refs:lsref]]| Reference to the sectors whose type... he light won't be modified. | | Ip4| Light Ref| [[xg:refs:lightref]]| Source of light level. To set th... r| Offset to Ip4 [0...255]. | | Ip6| Color Ref| [[xg:refs:lightref]]| Source of light color. Only ligh