Fulltext results:
- damage
- 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
- plane_move
- 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
- command
- 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
- 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
- wall_material
- 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, all lines with the same tag as the crossed line which have a middle material will have its opacit
- sound
- 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
- ====== 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
- 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
- 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
- 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
- = 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^ Meaning | | Ip0, Ip1| Target Ref, Target Num| [[
- disable_if_active
- = 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. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0, Ip1| Target Ref, Target Num| [[
- line_type
- ====== 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]]. |
- plane_material
- won't be modified. | ===== Example ===== Line Type { ID = 5035 Comment = "Turn floor int... ef_my_floor" Ip3 = "NUKAGE1" } When this line is crossed, the floor below you (lp0) will turn i
- none
- G class) ====== <code>Class = none </code> This XG line class is a special case in that it does nothing (... ns]] can be accessed. ===== Example ===== Line Type { ID = 5007 Comment = "Say hello to t... 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). The line can only