Fulltext results:
- damage
- or 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 all THINGS in a sector (e.g., the damage a player receives when walking in lava). ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0| Min Delta| Integer| Minimum amo... e above this. | ===== Example ===== Line Type { ID = 5006 Comment = "Give health when p
- 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 will be used for the moving plane's sector after the move has finished. <html><ul><li> lpref_special treats Ip14 as a sector type ID number.</ul></html> | | Fp0| | Float| Move spe... 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
- sound
- pe^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lsref]] | Reference to one or more sectors. These are the sectors in which the sound is to be played. | | Ip2| Sou... ound from a specific origin within the referenced sector (1=floor, 2=ceiling) else play 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 = soun
- sector_type
- ====== Sector type (XG class) ====== Class = sector_type Changes the [[sector_type|type]] of one or more sect... 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 ... r_use Flags2 = when_act | any Class = sector_type Type = timed_off Time = 1 Count
- 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-zero, the light level of the sectors will be changed. Otherwise the light level won't... lor| Integer| If non-zero, the light color of the sectors will be changed. Otherwise the color of the light won't be modified. | | Ip4| Light Ref| [[xg:refs:lightref]]| Source of light level. To set th
- power
- t 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 sector (eg an armor restore chamber could repair the armor of all players insi... charge). ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0| Min Delta| Integer| Minimum pow... s. Default: 0 | ===== Example ===== Line Type { ID = 5006 Comment = "Give armor whe
- teleport
- e ^ Meaning ^ | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lsref]]| Reference to the sector to teleport the activator to. | | Ip2| No Flash| ... e activator. | ===== Examples ===== Line Type { ID = 5020 Flags = player_cross ... gs2 = when_act | any Class = teleport Type = timed_off Count = -1 Target Ref = "... first teleport destination found within the first sector found whose tag matches the activated line. No te
- mimic_sector
- ====== Mimic sector (XG class) ====== <code>Class = mimic_sector </code> The //Mimic sector// class is used ... texture offsets * Sector light and color * Sector type ===== Parameters ===== ^ Prm^ Name^ Type^ Mea... therefore we need an [[lsref]]. We set the target sector(s) using Ip0 and, if required by the reference type, the [[data_component]] Ip1. For example: * Tar... 2,Ip3| Mimic Ref,Mimic Num| [[spref]],[[sprefd]]| Sector to mimic. This tells Doomsday which sector we wan
- build_stairs
- ====== Build stairs (XG class) ====== <code>Class = build_stairs </code> Forms incremental structures... tination. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0Ip1| Target RefTarget Num| [[lpre... on-zero), stair building spreads to all adjoining sectors that have a line facing the current sector (spread build). If false (zero), stair building only spreads