Fulltext results:
- map_object_reference
- ect(s) instead of specifying it statically in a [[xg:line type]] definition. One potential usage of this functionality would be a line type which upon [[xg:activation_requirement|activation]], ends the cur... 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
- damage @xg:class
- class lines can only affect the activator 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... t rise above this. | ===== Example ===== Line Type { ID = 5006 Comment = "Give health when p... The line is triggered when the player uses the line (Flags = player_use). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's action when active (Flags2 = when_act). The line can be tr
- chains
- e^ 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 receives an event. | As an example let's say that a triggered line type has the activation chain **5120**. Upon activatio
- plane_move @xg:class
- 12 as a sector type ID number. | | Ip13,Ip14| End Type Ref, End Type Num| [[xg:refs:lpref]] | Reference to the sector whose type... A reference for when one wishes their plane move XG to match the speeds of the games original plane movement types. ^ Movement Type^ Speed per tic^ Speed per seco... 4 units| 140 units | ===== Example ===== Line Type { ID = 5006 Comment = "Lower when Pla... The line is triggered when the player crosses the line (Flags = player_cross). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's acti
- command @xg:class
- fog end 500</code> | ===== Example ===== Line Type { ID = 5031 Comment = "Turn fog on wh... Count = 1 sp0 = "fog on" } When this line is crossed, the console command "fog on" will ena
- 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. ... sequence loop continuously. | | Ip1‚Ip2,...Ip19| Line Type 0...18| Integers| List of chains. ID numbers of line types. A zero ends the list. For example: Ip1 = 1002 ... 2 = 3 Fp3 = 10.35 | ===== Example ===== Line Type { ID = 9000 Class = chain_sequence Fl
- triggers
- ====== 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 line... ight// be executed depending on the line's "event 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 ... s rule. If no trigger events are defined then the line's class can **ONLY** be triggered remotely (eg by a line using the [[xg:class:chain_sequence|Chain Sequence]]). ===== E
- wall_material @xg:class
- pe^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lref]] | Reference to one or more lines. | | Ip2| Side Num| Integer| Zero or one. Specif... ce color [0...255]. | ===== Example ===== Line Type { ID = 5001 Comment = "Set front mid ... The line is triggered when the player crosses the line (Flags = player_cross). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's action when active (Flags2 = when_act). When activated, al
- sound @xg:class
- y from the center. | ===== Example ===== Line Type { ID = 5026 Comment = "Play switch sound when player crosses line in the sector on the front side of the line" Class = sound Flags = player_cross Flags... sref_my" Sound ID = "swtchn" } Creates a line which, when crossed, plays the switch sound (Soun
- sector_type
- ings touching its floor, you would set the sector type's floor chain to a [[xg:class:damage|line type that deals damage]]. ===== Physics ===== ... iction affecting things in a sector. ===== Properties ===== The properties of XG sector types are documented in the [[ded:sector_type|Sector Type]] definition.
- sector_type @xg:class
- ====== Sector type (XG class) ====== Class = sector_type Changes the [[sector_type|type]] of one or mo... pe^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lsref]] | Reference to the sectors whose type to change. | | Ip2| Sector Type| Integer| Sector type ID. Must be an [[xg:sector type]], or zero. | ===== Examples ===== Line Type { ID = 5071 Flags = player_use
- sector_light @xg:class
- e^ Meaning | | Ip0, Ip1| Target Ref,Target Num| [[xg:refs:lsref]]| Reference to the sectors whose type to change. | | Ip2| Change Light| Integer| If non... color [0...255]. | ===== Examples ===== Line Type { ID = 5041 Flags = player_use Flags2 = when_act | any Class = sector_light Type = timed_off Count = -1 Time = 0.5 Act
- power @xg:class
- class lines can only affect the activator of the line and the activator must be a player. It is possibile however, to use an XG sector's floor chain to "call" an XG line of power class in order to modify the power of all THINGS in a s... e this. Default: 0 | ===== Example ===== Line Type { ID = 5006 Comment = "Give armor whe... The line is triggered when the player crosses the line (Flags = player_cross). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's acti
- teleport @xg:class
- by the activator. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross ... gs2 = when_act | any Class = teleport Type = timed_off Count = -1 Target Ref = "lsref_line_tagged" No Flash = 1 No Sound = 1 Always Stomp = 1 } The line is activated when the player crosses it. On activ
- enable_if_inactive @xg:class
- <code>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. ===== Parameters ===== ^ Prm^ Name^ Type^