From DEW
This articles presents an overview of the Doomsday Engine XG system.
Contents |
Introduction
The Extended General Line and Sector Types (XG) system is a powerful and very flexible addition to the mapper's arsenal, that can really help to bring your levels to life. Creative use of XG enables the map designer to engineer entirely new kinds of actions and interactive elements in your maps such from complex machines and puzzles to scripted sequences.
If you're new to XG you'll want to check the Introduction to XG. That will give you a good understanding of what the system is for. After that be sure to check out the XG logic guide to give you a better understanding of how to use XG effectively in your custom maps. There is a lot to learn, so newcomers would be well advised to start off with the basics and move on when comfortable.
Basics
XG is not the easiest system to learn (or use). Be sure to read these articles before continuing:
Fundamentals
These articles deal with the fundamental concepts of XG and how they pull together to form the building blocks of the XG system itself.
- Terminology: classes, types, functions
- Triggers: how a line's functionality is triggered, and the initial state of a line.
- Activation/deactivation requirements: required conditions for triggering a line's action. E.g., player has the red key.
- XG line activation: How the line should behave when activated/deactivated.
- Chained functionality: How to chain multiple lines together to perform several effects at the same time.
- References: How to reference an object remotely.
- Secondary actions: Are available to all classes.
Examples
Reference guides
These articles are reference guides:
- Category:XG line class reference
- XG sector type reference
- XG refs reference