Fulltext results:
- map_object_reference @xg
- potential usage of this functionality would be a line type which upon [[xg:activation_requirement|activation]], ends the current [[map]] and sets the next map... ogression according to a value specified with a [[line]]'s top [[material]] offset (interpreting it as a... m in a method it calls "property overloading". //Line data references// or //ldrefs// are line property references. They are typically used in combination wi
- chains @xg
- === Available chains ===== ^ Name^ Actioned | | Activation (Act.)| When a trigger line type is [[xg_line_activation|activated]]. | | Deactivation (Deact.)| When a trigger line type is [[xg_line_activation|deactivated]]. | | Event| When a trigger line type receiv... chain. If the event passes (i.e., it meets the [[xg:line_activation_requirements|(de)activation requirements]] of the chained type) further proce... effect this allows for alternate functions and/or activation methods/requirements for a single line type. ===== Sector Type Chains ===== Each [[x
- chain_sequence @xg:class
- in 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 possib... the same time, or at timed intervals. A special line class that sends [[xg:chain events]] to a copy of itself while active. ... 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. ===
- triggers @xg
- ====== XG triggers ====== An [[xg:line_type|Line Type]]'s [[xg:line_activation|activation type]] concerns the event(s) that lead to the //triggering// of the... possible to assign multiple trigger events to an XG line and freely mix n' match activation/deactivation trigger events. An example would be a switch th... ent type" (see below), the current "state" of the line (ie active/inactive) and the [[xg:activation requirements]]. In order to function correctly an XG line definition **MUST** specify at least one trigger
- teleport @xg:class
- No Sound = 1 Always Stomp = 1 } The line is activated when the player crosses it. On activation, the player will be teleported to the first telep... irst sector found whose tag matches the activated line. No teleport effects will be rendered and there w
- enable_if_inactive @xg:class
- = enable_if_inactive </code> If the linetype is [[xg:line_activation|active]], enables all the referenced lines. If it's [[xg:line_activation|inactive]], the referenced lines are disabled.
- disable_if_active @xg:class
- = disable_if_active </code> If the linetype is [[xg:line_activation|active]], disables all the referenced lines. If it's [[xg:line_activation|inactive]], the referenced lines are enabled. =
- line_type @xg
- oes. The class's behavior is carried out when the line is [[xg:line_activation|activated]], [[xg:line_activation|deactivated]] (or both) or when some other triggering condition occurs. Some examples of line classes include [[xg:class:plane_move|Move Plane]], [[xg:class:end_level|End Level]], and [[xg:class:wall_texture|Change Wall Texture]]. Line types are a fundamental building block of XG. Please see the [[xg:reference_guide|XG reference guide]] for more information about how to use line types. ===== Example ===== An XG Line Type definition begins like this: <code>L
- reference_guide @xg
- ere is a lot to learn. ===== Overview ===== [[xg:line_type|Line type]]s separate the [[xg:triggers|activation method]], [[xg:activation_requirement|activation requirements]] and the [[xg:refs|effects]] of the line. It is possible to create 'chains' of line types, which effe... d **conditions** for triggering an action. * [[xg:line_activation|Behaviors]] - How the line should **behave** when activated/deactivated. * [[xg:chains|Chains]] - How to **chain** multiple line types together to perform several actions in sequ
- line_activation @xg
- ====== Line activation (XG) ====== In [[XG]], a [[line]] has a state, it is always either //active// or //inactive//. ... y Trigger', it is ignored by default when testing activation requirements for XG line types. Use this flag to allow the 'Any Trigger' flag to override XG's activator type requirements. ===== See also ===== * [[xg:line_type]]
- 1.9.0-beta1...4 @version
- n twosided linedefs. * changed: [[mimic_sector_xg_class_]] was using the line's [[act_tag]] when the [[mimic]] target reference... efault color for messages. ==== XG ==== * [[line_type]]: [[xg_line_type]] definitions now have [[xg_altername_name|alternate names]] for the iparms. * [[line_teleport_xg_class_]]: [[boom]]-style line->line (silent) tele... e types are printed by name instead of ID. * [[line_type]]:Act type: Set line type on activation * [[line_type]]:Deact type: Set line type on d
- 1.9.0-beta6 @version
- XS_GetType. * If a map number is not set in an XG end_level line type the exit would take the player to the first ... 045&group_id=74815). * Giving armour using the XG power line type would only work as expected if the player ha... emented by one. === XG === * Thinking for [[xg_line_type]]s and [[xg_sector_type]]s now handled using the existing thinker mechanism. ==== jDoom ====
- combination_lock @howto
- aware, that we will be chaining together multiple XG [[xg:line_type|line types]] to create a re-usable lock mechanism that... === Explanation ==== Notice that there are no [[xg:triggers|(de)activation trigger]]s specified at all (normally, a linetype requires at least one trigger, for example [[xg:triggers#player_cross|player_cross]]). As our swi
- sector_type_syntax @ded
- onds. ==== Ceiling chain ==== ID number of an XG [[:line_type]]. See [[:sector_type#Chains]] ==== Ceilin... passes. ==== Floor chain ==== ID number of an XG [[:line_type]]. See [[:sector_type#Chains]] ==== Floor ... asses. ==== Inside chain ==== ID number of an XG [[:line_type]]. See [[:sector_type#Chains]] ==== Inside... asses. ==== Ticker chain ==== ID number of an XG [[:line_type]]. See [[:sector_type#Chains]] ==== Ticker
- line_teleport @xg:class
- ====== Line teleport (XG class) ====== <code>Class = line_teleport </code> Used to teleport activators of [[line]]s ... Exit Side = 0 Always Stomp = 1 } The line is activated when the player crosses it. On activation, the player will be teleported to the front side of line number 123. No teleport effects will be rendered