Fulltext results:
- map_object_reference @xg
- e one of the fundamental building blocks of the [[xg]] system, in fact, just about every time you create a new [[line_type|line]] or [[sector_type]] you will need to use at least one of them. Every time a [[line]] needs to perform a... ication ===== Complete listing of all available XG references. The type of reference you use depends on the object types ... vel references// or //lightrefs// are used when [[xg_line]]s need to refer to the [[light_level]]s of [[sector]]s. When using lightrefs a set of sectors or [[pl
- thing @ded
- ected by wind sectors (both Heretic/HeXen default sector types and XG). | | floorbounce| Yes| Yes| Yes| The thing will ... es| Yes| Yes| The thing can use a teleporter line type even if something is standing on the destination ... not required for monsters to be able to activate XG lines with a monster cross requirement. | | pcros... s not required for players to be able to activate XG lines with a player cross requirement. | | cantle
- damage @xg:class
- 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
- chains @xg
- e type. ===== Sector Type Chains ===== Each [[xg:sector_type|XG sector type]] has four chains: the floor, ceiling, inside and... ual to the sector's tag number. As an example, a sector type that deals one point of damage to all players inside the sector once per second would be set up in the following way. The floor chain would be a line type that, when activated, deals a point of damage to
- 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 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... t gets moved. Has an effect only if more than one sector is being affected. | ===== Speeds of original
- sound @xg:class
- ====== Sound (XG class) ====== Class = sound Plays a sound in one or more sectors. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | | Ip0,Ip1| Target Ref,Target Num| [[xg:refs:lsref]] | Reference to one or more sectors. Th... ound from a specific origin within the referenced sector (1=floor, 2=ceiling) else play from the center. |
- sector_type @xg
- ====== Sector Type (XG) ====== A //sector type// defines the behavioral properties of a [[sector]]. All sectors set to a certain type share the same behavior. [[XG]] allows defining properties related to the visua... nality (for instance, damaging the player). An //XG sector// is a normal [[games:Doom]] sector whose type is an //XG sector type//. XG sectors have special physics processing for... the things touching its floor, you would set the sector type's floor chain to a [[xg:class:damage|line type that deals damage]]. ===== Physics ===== *
- sector_type @xg:class
- ====== Sector type (XG class) ====== Class = sector_type Changes the [[sector_type|type]] of one or more sect... nce to the sectors whose type to change. | | Ip2| Sector Type| Integer| Sector type ID. Must be an [[xg:sector type]], or zero. | ===== Examples ===== Line ... r_use Flags2 = when_act | any Class = sector_type Type = timed_off Time = 1 Count... Target Ref = "lpref_line_tagged_floors" Sector Type = 0 } When activated, all sectors whose tag is
- sector_light @xg:class
- ====== Sector light (XG class) ====== Class = sector_light Changes the light level and color of one or more sec... 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... he light won't be modified. | | Ip4| Light Ref| [[xg:refs:lightref]]| Source of light level. To set th... r| Offset to Ip4 [0...255]. | | Ip6| Color Ref| [[xg:refs:lightref]]| Source of light color. Only ligh
- power @xg:class
- 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 @xg:class
- 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
- ded
- pe|Line Type]] | | Used in [[:XG]]. | |:::| [[ded:sector_type|Sector Type]] | | Used in [[:XG]]. | |:::| [[ded:state|State]] | | | |:::| [[ded:
- sector_type @ded
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a generalized sector type, for use with the [[:XG]] system. XG is a complex topic, with many core concepts which... ver their behavior differs according to the chain type. See the [[:xg:chains#Sector_Type_Chains|sector type chain]] documentation in the [[xg:reference_guide|XG reference guide]] for more inf... he player with it. ===== See also ===== * [[xg:sector_type|XG sector type documentation]] * [[xg:reference_guide|XG refe
- reference_guide @xg
- m up behind a single [[modding:line special]]. [[xg:sector_type|Sector type]]s define various physical characteristics of a s... uides ==== * [[xg:class|Line classes]] * [[xg:sector_type|Sector types]] * [[xg:map_object_reference|Object and property references]]