Fulltext results:
- map_object_reference @xg
- 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
- activation_requirement @xg
- ====== Activation requirements (XG) ====== An [[xg:line_type|Line Type]] can specify several requirements that must be me... for the [[activation]] or [[deactivation]] of the line to succeed. These include for instance event type, a counter (as in "line can be activated N times"), activator type (player, missile, etc.) and any combination of keys possessed by the activator.... ements for activation and deactivation within a [[line_type|Line Type]] definition, use the Flags property of the defin
- reference_guide @xg
- ====== XG reference guide ====== **XG** (E**x**tended **G**eneralised Line/Sector Types) is a powerful, flexible addition to the mapper's arsenal tha... ere is a lot to learn. ===== Overview ===== [[xg:line_type|Line type]]s separate the [[xg:triggers|activation method]]... 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, each performing a simpler (perhaps re-usable) f
- 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 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
- 1.9.0-beta1...4 @version
- 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... ort * [[teleport_xg_class_]] * Added more [[xg_dev]] messages. Reference types are printed by name instead of ID. * [[line_type]]:Act type: Set line type on activation * [[line_type]]:Deact type: Set line t
- chains @xg
- 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
- line_activation @xg
- to succeed. These include. for instance the event type, a [[xg:line_counter|counter]] (as in "line can be activated N times"), activator type (playe... 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]]
- line_type @xg
- ====== Line Type (XG, DED) ====== A //Line Type// defines the behavior of a [[modding:line|map line]], i.e., a w... d [[xg:class:wall_texture|Change Wall Texture]]. Line types are a fundamental building block of XG. Please see the [[xg:reference_guide|XG reference... t how to use line types. ===== Example ===== An XG Line Type definition begins like this: <code>Line Type { ... original game. ===== About XG lines ===== An //XG line// is a normal Doom line whose type is set to an //XG line type//. XG lines can either be //active// or //inactive//. It is
- 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 map (... 045&group_id=74815). * Giving armour using the XG power line type would only work as expected if the player had alr... emented by one. === XG === * Thinking for [[xg_line_type]]s and [[xg_sector_type]]s now handled using the existing thinker mechani... efault is on). === XG === * [[wall_material_xg_class_]] can now specify whether middle [[material]]s on twosided [[linedef]]s should be stretched from floor to ceiling.
- line_count @xg:class
- ====== Line count (XG class) ====== <code>Class = line_count </code> Modifies the [[xg:line_counter|activation counter]]s of the referenced [[modding:line]]s. Each XG line has a built-in counter that is used to determine if a line can be activated or not. If a line's count is -1 it can be activated an infinite number ... s a line can be activated. ===== Notes ===== A line's [[xg:activation_count]] in essence is a variable. Now
- sector_type_syntax @ded
- onds. ==== Ceiling chain ==== ID number of an XG [[:line_type]]. See [[:sector_type#Chains]] ==== Ceiling chain flags ==== See [[... passes. ==== Floor chain ==== ID number of an XG [[:line_type]]. See [[:sector_type#Chains]] ==== Floor chain flags ==== See [[:s... asses. ==== Inside chain ==== ID number of an XG [[:line_type]]. See [[:sector_type#Chains]] ==== Inside chain flags ==== See [[:... asses. ==== Ticker chain ==== ID number of an XG [[:line_type]]. See [[:sector_type#Chains]] ==== Ticker chain flags ==== See [[:
- 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 can ... ===== /writeme ==== Definitions ==== <code> Line Type { Id = 1000 Comment = "Combo Lock ON Swit... ound = "swtchn" Act tag = 1 } </code> <code> Line Type { Id = 1001 Comment = "Combo Lock OFF Sw... Chain// paramater (**=32767**) to execute another linetype on activation/deactivation? This is that linetype. ==== Definition ==== <code> Line Type {
- 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
- sector_type @ded
- in event be will sent once, immediately, to the [[xg:line type]] 6101. ==== Water current ==== <code> Sector ... he player with it. ===== See also ===== * [[xg:sector_type|XG sector type documentation]] * [[xg:reference_guide|XG reference guide]]
- use_deds_in_doom_builder @howto
- n but don't worry about that atm (check out the [[xg|XG reference]] for more information on [[xg_line_type|XG Line]] and [[xg_sector_type|Sector]] types). * Type the following starting on a new line: Sector Type { # My Red Light. ID = 8000 Red fn = "z" Green fn = "a" Blue fn... . ====== STEP 3: Attaching our red light Sector Type to a sector ====== Now we need to attach our [[