TRFFC17.gifEdit LineDef - Type, Flags and Tags

Edit LineDef

Describes basic rules about the LineDef Controls - what happens or can happen.

The box labeled Clear/Set each Flag controls how the flags are changed. If you don't understand what follows right now, just don't change that box, OK?

If the Clear/Set Flag box is OFF (not checked) ALL the selected LineDefs are set to the flag values shown on the screen. What you see is what you get.

If the Clear/Set Flag box is ON (checked), the way the flags are changed depends on the text color next to the box for each flag. Click on the TEXT to change the color. The text cycles through 3 colors:

BLACK = No change. Original state of flag on entry. Leaving it in this state does NOT change this setting anywhere.

RED = Set Flag. This flag position is set in ALL the LineDefs selected. All the other flags in the LineDefs are not changed.

BLUE = Clear Flag. This flag position is cleared in ALL the LineDefs selected. All the other flags in the LineDefs are not changed.

Activated When (HEXEN) flags cannot be changed when in Clear/Set Flag mode.

Just pay attention to COLORS.

HEXEN only:

LineDefs can be individually programmed for features such as Speed and Time delays.

When a LineDef type is selected, the next prompt request the parameters for that LineDef. The type of parameter is noted before each prompt. na designates that this position is ignored for the LineDef (a few of those).

Impassable

Line is impassable for players and monsters.

Monster Block

Line is impassable for monsters only.

Two-Sided

Line has 2-sides. The line is assumed transparent and Doom will show the area past the line. If this flag is not set and if there is no Normal texture, you will get HOM.

Upper Unpegged

For 2-sided LineDefs, draw the Upper texture from the top down. Normally they are drawn from the bottom up.

Lower Unpegged

For 2-sided LineDefs, draw the Lower texture from the bottom up. Normally the are drawn from the top down.

Unpegged textures for 1-sided LineDefs draw the Normal texture from the bottom up.

A Pegged texture moves with a Sector that moves. Pegged textures follow the lower ceiling.

An Unpegged texture does not move with a Sector that moves, it is stationary.

Unpegging textures is useful for making the textures look good. For example, if a stair is visible from the side, unpegging the lower texture aligns the textures to the bottom floor. This depends on the texture used of course.

Secret

A Secret (red on the Automap) hides what's behind it (does not show up on the Automap. It is not related to the secret areas. Those are set by the Sector.

Makes it difficult to identify areas. (So players can't figure out your trap!)

Blocks Sound

Monsters can't hear you shoot! Surround the entire area with this flag set so they can't hear you. Should speed up a game with many monsters if done correctly.

Invisible

This line is never put on the Map.

AutoMapped

This line is always shown on the Map.

Repeatable (HEXEN)

The LineDef action repeats. You must have this turned on to repeat an action for HEXEN.

Activated When (HEXEN)

Unlike DOOM or HERETIC, HEXEN control the activation of many actions by setting this value. You can also control the repeatability as a separate choice.

Raw Flags

The main purpose for this option is to permit you to change new flags that may be invented for evolving ports. The value displayed is the value of the flags normally set by the check boxes. Changing the flags here overrides any other changes in this dialog box. The check box flags are ignored if a value is entered, including the existing value.

If you change the flag and change your mind, press the flag button again and then press the cancel button. After you press cancel, the change will be ignored and now the check box flags again function. Check a value in the check box to use the check box values.

Edit LineDef Type

A direct menu to LineDef types, bypassing the flags Menu.

Edit the 1st SideDef

Set the textures and connects it to a Sector (for floor/ceiling information). Use this to fix bad sector references that cause Sector not closed messages.

Normally you may have a requirement to switch the sectors assigned from one side to the other, for example, when you flip a LineDef.

You also use this to assign the correct sector number of an object inside a room. That is, change the Sector number of the SideDef to match the Sector of the room. This is one of the methods used to fix Sector not closed.

X and Y offsets

The X and Y offsets permit manual shifting of the textures to minimize seams.

ITA (Interactive Texture Alignment) shows you the texture with the offsets right on the screen!

The location of the texture (upper, normal or lower) and whether it is unpegged determines the texture drawing sequence. The texture displayed is for one panel with the offsets entered.

Review the discussion on unpegged upper and lower textures to determine whether the texture is drawn from top-to-bottom or bottom-to-top.

InterActive Browser

Press Browse when in the texture selection box to bring up a display of all the textures. You can also left mouse click inside the texture display window area to start browsing.

You interactively select the texture by left mouse clicking or using the cursor keys to move around.

Add a 1st SideDef

This appears (instead of Edit) if no SideDef1 exists for the LineDef. A SideDef1 must exist!

Edit the 2nd SideDef

Set the textures and connects it to a Sector (for floor/ceiling information).

The X and Y offsets permit manual shifting of the textures to minimize seams. ITA (Interactive Texture Alignment) shows you the texture with the offsets entered right on the screen! See Edit 1st SideDef discussion.

Add a 2nd SideDef

This appears (instead of Edit) if no SideDef2 exists for the LineDef. A SideDef2 is optional.

  1. st SideDef ref

  2. nd SideDef ref

You use this to delete a SideDef or change the reference (be careful). You always need a SideDef1!

If you end up with a 1-sided LineDef, edit the LineDef and change the type to 1-sided. F10 Check will catch and fix it automatically.

Delete SideDef1

Delete SideDef2

Deletes a SideDef. You always need a SideDef1!

If you delete all the -same- side SideDef reference for a surrounded area, you can select them all and then press Ins to recreate them all with a new Sector.

Sector Tag

A Sector Tag is a number that connects a LineDef to a Sector with the same Tag number.

For example, a door with a switch has a LineDef (type = Switch Door) and a Sector with the same Tag number. This causes the assigned Sector to move (and not some other Sector).

More than one Sector can have the same Tag number, they will all move at the same time!

Note: Use the Ctrl+T command to automatically assign new Tag numbers and connect them with the correct LineDef.

LineDef Arguments (HEXEN)

Direct access to all the LineDef arguments.

LineDef Args 1-5 (HEXEN)

Direct access to one argument at a time.

Show Multi-Texture X/Y

Multi-Texture ITA Display (Intelligent Texture Alignment displays as many SideDef's as will fit on the screen with X and Y alignment applied. All 3 possible textures are displayed for each SideDef.

Use this to see how textures look next to each other and to have an idea of how the alignments match. Instantly gives you a much better idea of how your level will look.

The maximum length displayed is 256 units for each SideDef, permitting the display of at least 3 SideDefs.

The height is always filled in as 128 units high and ignores Sector heights for now. Unpegging is also ignored, although that is easy to visualize (see XYalign for unpegging discussion).

You should select LineDefs that all face the same direction. If more LineDefs are selected than fit on the screen, they are ignored. The LineDefs are automatically sorted. The sequence of display is corrected for SideDef 1 vs SideDef 2.