Linedef Executor - Award Unlockable
This would open up a ton of possibilities for mods. Linedef length would indicate
Linedef Executor - Run Code
The next step up from "run script". Basically, it would execute a procedure, written in C, which is stored in a specified lump in the WAD. The name of the lump should be the letter "C", followed by a three-digit number, between C000 and C999. The x-length of the linedef executor would indicate which lump to access. This could be used for really, really advanced effects in a level.
Linedef Executor - Rotate Thing
Obviously, this would only be useful for Things where the angle matters, like Diagonal Springs or the Eggman Statue. Set a specified Thing to have an angle equal to the tag of the linedef executor, and put the amount to rotate in the front side texture offsets. It can be anywhere from -360 to 360. If the "Not Climbable" flag is checked, the Thing's angle will jump back to its original position after rotating. If the "Effect 4" flag is checked, the Thing will rotate indefinitely (this could be stopped with a second Rotate Thing linedef executor with a front side texture offset of 0.)
Linedef Executor - Move Thing
Set a specified Thing to have an angle equal to the tag of the linedef executor. The linedef's x-length, y-length, and control sector's ceiling height determine the x, y, and z distances for the Thing to move, respectively, and the linedef's front side texture x-offset indicates the speed of the movement. If the "Not Climbable" flag is checked, the Thing will move back to its original position afterwards--the linedef's front side texture y-offset will indicate the delay before it moves back.
Linedef Executor - Move Thing By Waypoints
Set a specified Thing to have an angle equal to the tag of the linedef executor. The linedef's x-length indicates the speed of the movement, and the linedef's y-length indicates the waypoint sequence to follow. If the "Not Climbable" flag is checked, the Thing will return to the first waypoint in the sequence once it reaches the end. If both the "Not Climbable" and "Effect 4" flags are checked, the Thing will move in an indefinite loop.
(Note: this might be a good time to bring back Thing Tags from the original Doom Legacy engine. It would make these linedef executors a lot easier to both program and set up.)
Linedef Executor - Synchronize Plane Movement
I don't know how we'd set this one up, but it would essentially cause a moving platform to look at how another moving platform moves, and adjust the movement pattern for another moving platform to match it.