Fulltext results:
- reference_guide
- n_requirement|activation requirements]] and the [[xg:refs|effects]] of the line. It is possible to create 'chains' of line types, which effectively combine many types of line into one. Chains are a very important part of XG. Often it is easiest to define several line types... uld **behave** when activated/deactivated. * [[xg:chains|Chains]] - How to **chain** multiple line types together to perform several actions in sequence. * [[xg:refs|References]] - How to involve another object
- chains
- ====== XG chains ====== A single [[xg:triggers|XG trigger event]] can produce any number of effects in one ... e type. ===== Sector Type Chains ===== Each [[xg:sector_type|XG sector type]] has four chains: the floor, ceiling, inside and ticker chain. Like with lines, chains are always line type IDs. The floor chain is proc... ime a Chain event is successfully processed. The chains can be configured to send activating or deactivat
- 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
- 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