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
- activation_requirement
- ====== 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
- 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
- reference_guide
- 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, ... m up behind a single [[modding:line special]]. [[xg:sector_type|Sector type]]s define various physical characteristics of a s
- 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
- line_activation
- 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... Any Trigger' flag to override XG's activator type requirements. ===== See also ===== * [[xg:line_type]]
- line_type
- ====== Line Type (XG, DED) ====== A //Line Type// defines the behavior of a [[modding:line|map line]], i.e., a w... 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 possible to //disable// an XG line, which me
- 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
- 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... 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 action when active (Flags2 = when_act). When activated, th
- 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 l... 2 = 3 Fp3 = 10.35 | ===== Example ===== Line Type { ID = 9000 Class = chain_sequence Fl
- line_type_class
- ====== Line type class (XG) ====== The //class// of an [[xg:line_type|XG line type]] defines its function. Each type belongs to a single class and thus performs only one function, like initiating a plane move or changing the type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the class to use. ==... ID = "ltc_power"; Value = 0x5; } Flag { ID = "ltc_line_type"; Value = 0x6; } Flag { ID = "ltc_sector_type"; V
- mimic_sector @xg:class
- or(s) using Ip0 and, if required by the reference type, the [[data_component]] Ip1. For example: * Target Ref = "lsref_line_tagged" * Target Num = 8000 | | Ip2,Ip3| Mimic ... ref_highest_floor" | ===== Example ===== Line Type { ID = 5006 Comment = "Sectors with a... The line is triggered when the player shoots the line (Flags = player_shoot). 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, th
- 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
- line_type @xg:class
- ====== Line type (XG class) ====== <code>Class = line_type </code> Changes the [[xg:line_type|type]] of one or more [[xg:line]]s. ====== Parameters ====== ^ Prm^ Name^ Typ... ef, Target Num| [[lref]], [[lrefd]]| Reference to the lines whose type to change. | | Ip2| Line Type| Integer| Line type ID. Must be an [[xg:line_type]]. |