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... lity, lines, [[plane]]s (floors and ceilings) and sectors need to refer to each other in some way. In XG, this concept is abstracted using references. Al... ication ===== Complete listing of all available XG references. The type of reference you use depends on the object types which are to interact. ==== Line → lightlevel
- 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 [[:
- 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... m up behind a single [[modding:line special]]. [[xg:sector_type|Sector type]]s define various physical characteristics of a s... or, like light level and color, wind and gravity. Sector types also specify a number of [[xg:triggers|event triggers]] which occur in accordan... tate of lines is also possible through sectors). XG line and sector types are entirely separate from the original Doom typ
- 1.9.0-beta1...4 @version
- e reference WAS found. * fixed: ltc_plane_move sector type was incorrectly being set to type 0 when the move finished if no end type change was specified. Result was sectors "losing" their type after a plane move. * fixed: XS_GetPlane - when a act_tag refe... tures on twosided linedefs. * changed: [[mimic_sector_xg_class_]] was using the line's [[act_tag]] when th... can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions. * [[thing]]:Flags2 'mf2_ra
- 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 @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
- use_deds_in_doom_builder @howto
- 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... dialog. ====== STEP 3: Attaching our red light Sector Type to a sector ====== Now we need to attach our [[sector_type]] to a sector. Choose a sector you want your red
- 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... 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
- mimic_sector @xg:class
- ====== 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
- colored_xg_sector_lighting_example @xg
- ====== XG sector lighting examples ====== A [[xg:sector_type|XG sector type]] can be used to define different colored lights/ti... symbols and more are described in detail on the [[xg:sector_type|Sector Types]] page). We suggest you start off with the simp... Blue fn) for mixed colors and results. <code> Sector Type { ID = 5010 Comment = "Green sector lig... ript) and that no random timing occurs. <code> Sector Type { ID = 9006 Comment = "Slow fading Red light
- 1.9.0-beta6 @version
- emented by one. === XG === * Thinking for [[xg_line_type]]s and [[xg_sector_type]]s now handled using the existing thinker mechani... , [[flat]] and [[sprite]] management. All texture types can now be used interchangeably (flats on walls,... ng a single sequence to blend between any texture types freely (e.g. flat to texture to sprite to flat).... . * [[texture_environment]]:Flat: Surfaces in a sector using the specified [[flat]] will affect the envi
- sector_type @xg:class
- ====== 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 @xg:class
- 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
- line_type_class @xg
- ====== 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|Li... "ltc_line_type"; Value = 0x6; } Flag { ID = "ltc_sector_type"; Value = 0x7; } Flag { ID = "ltc_sector_light";