Editing Door linedef types

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A door is fully open when its ceiling height is 4 less than the lowest neighbor ceiling adjacent to it.  
A door is fully open when its ceiling height is 4 less than the lowest neighbor ceiling adjacent to it.  


A door may be set to an intermediate state initially, or through the action of a linedef trigger that affects ceilings or floors. The door is passable to a player when its ceiling is at least 56 units higher than its floor. In general the door is passable to a monster or a thing when its ceiling is at least the monster or thing's height above the floor.
A door may be set to an intermediate state initially, or thru the action of a linedef trigger that affects ceilings or floors. The door is passable to a player when its ceiling is at least 56 units higher than its floor. In general the door is passable to a monster or a thing when its ceiling is at least the monster or thing's height above the floor.


If a door has a ceiling height ''above'' the fully open height, then an open door action moves the ceiling to the fully open height instantly.
If a door has a ceiling height ABOVE the fully open height, then an open door action moves the ceiling to the fully open height instantly.


If a door has a ceiling height ''below'' the fully closed height (that is the ceiling of the door sector is lower than the floor of the door sector) a close door action moves the ceiling to the fully closed height instantly.  
If a door has a ceiling height BELOW the fully closed height (that is the ceiling of the door sector is lower than the floor of the door sector) a close door action moves the ceiling to the fully closed height instantly.  
{{backto|Linedef types}}


==Door functions==
=Door functions=


* Open, Wait, Then Close  
* Open, Wait, Then Close  
:On activation, door opens fully, waits a specified period, then closes fully. This door type is also known as a "Raise" door. The parameterized special is [[Door_Raise]].
On activation, door opens fully, waits a specified period, then closes fully. This door type is also known as a "Raise" door.


* Open and Stay Open
* Open and Stay Open
:On activation, door opens fully and remains there. The parameterized special is [[Door_Open]].
On activation, door opens fully and remains there.


* Close and Stay Closed
* Close and Stay Closed
:On activation, door closes fully, and remains there. The parameterized special [[Door_Close]].
On activation, door closes fully, and remains there.


* Close, Wait, Then Open
* Close, Wait, Then Open
:On activation, door closes fully, waits a specified period, then opens fully. The parameterized special [[Door_CloseWaitOpen]].
On activation, door closes fully, waits a specified period, then opens fully.


* Wait, Open, Wait, Close
* Wait, Open, Wait, Close
:Available as a parameterized line special only ([[Door_WaitRaise]]), this door type waits for a specified countdown period, and then functions as a normal "Raise" door.
Available as a parameterized line special only, this door type waits for a specified countdown period, and then functions as a normal "Raise" door.


* Wait, Close and Stay Closed
* Wait, Close and Stay Closed
:Available as a parameterized line special only ([[Door_WaitClose]]), this door type waits for a specified countdown period, and then closes fully and remains closed.  
Available as a parameterized line special only, this door type waits for a specified countdown period, and then closes fully and remains closed.  


==Varieties of doors==
=Varieties of doors=  


A door can be triggered by pushing on it, walking over or pressing a linedef trigger tagged to it, or shooting a linedef tagged to it. These are called manual, walkover, switched, or gun doors respectively.
A door can be triggered by pushing on it, walking over or pressing a linedef trigger tagged to it, or shooting a linedef tagged to it. These are called manual, walkover, switched, or gun doors resp.


Since a push door (D1/DR) has no use for its tag, BOOM has extended the functionality to include changing any tagged sectors to maximum neighbor lighting on fully opening, then to minimum neighbor lighting on fully closing. This is true for regular, extended, and generalized doors with push triggers. Parameterized push doors use a separate argument to control dynamic door lighting.
Since a push door (P1/PR) has no use for its tag, BOOM has extended the functionality to include changing any tagged sectors to maximum neighbor lighting on fully opening, then to minimum neighbor lighting on fully closing. This is true for regular, extended, and generalized doors with push triggers. Parameterized push doors use a separate argument to control dynamic door lighting.


A door trigger can be locked. This means that the door function will only operate if the player is in possession of the right key(s). Regular and extended door triggers only care if the player has a key of the right color, they do not care which. Generalized door triggers can distinguish between skull and card keys, and can also require any key, or all keys in order to activate.
A door trigger can be locked. This means that the door function will only operate if the player is in possession of the right key(s). Regular and extended door triggers only care if the player has a key of the right color, they do not care which. Generalized door triggers can distinguish between skull and card keys, and can also require any key, or all keys in order to activate.
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A door can wait for different amounts of time.
A door can wait for different amounts of time.


A door may or may not be activateable by monsters.
A door may or may not be activatable by monsters.


Any door function except Close and Stay Closed, when closing and encountering a monster or player's head will bounce harmlessly off that head and return to fully open. A Close and Stay Closed will rest on the head until it leaves the door sector.  
Any door function except Close and Stay Closed, when closing and encountering a monster or player's head will bounce harmlessly off that head and return to fully open. A Close and Stay Closed will rest on the head until it leaves the door sector.  


==Door linedef types==
=Door linedef types=
===Table information===
*Class: "reg" and "ext". The "registered" types are from vanilla DOOM, while the "extended" types were added since BOOM.
===Regular and extended door types===
{|class="wikitable sortable"
!#
!Class
!Trig
!Lock
!Speed
!Wait
!Monst
!Function
!Parameterized equivalent
|-
||1||Reg||DR||No||Slow||4s||Yes||Open, Wait, Then Close||[[Door_Raise]](0, 16, 150, tag)
|-
||117||Reg||DR||No||Fast||4s ||No ||Open, Wait, Then Close||[[Door_Raise]](0, 64, 150, tag)
|-
||63 ||Reg||SR||No||Slow||4s ||No ||Open, Wait, Then Close||[[Door_Raise]](tag, 16, 150, 0)
|-
||114||Reg||SR||No||Fast||4s ||No ||Open, Wait, Then Close||[[Door_Raise]](tag, 64, 150, 0)
|-
||29 ||Reg||S1||No||Slow||4s ||No ||Open, Wait, Then Close||[[Door_Raise]](tag, 16, 150, 0)
|-
||111||Reg||S1||No||Fast||4s ||No ||Open, Wait, Then Close||[[Door_Raise]](tag, 64, 150, 0)
|-
||90 ||Reg||WR||No||Slow||4s ||No ||Open, Wait, Then Close||[[Door_Raise]](tag, 16, 150, 0)
|-
||105||Reg||WR||No||Fast||4s ||No ||Open, Wait, Then Close||[[Door_Raise]](tag, 64, 150, 0)
|-
||4  ||Reg||W1||No||Slow||4s ||Yes||Open, Wait, Then Close||[[Door_Raise]](tag, 16, 150, 0)
|-
||108||Reg||W1||No||Fast||4s ||No ||Open, Wait, Then Close||[[Door_Raise]](tag, 64, 150, 0)
|-
||31 ||Reg||D1||No||Slow||-- ||No ||Open and Stay Open||[[Door_Open]](0, 16, tag)
|-
||118||Reg||D1||No||Fast||-- ||No ||Open and Stay Open||[[Door_Open]](0, 64, tag)
|-
||61 ||Reg||SR||No||Slow||-- ||No ||Open and Stay Open||[[Door_Open]](tag, 16, 0)
|-
||115||Reg||SR||No||Fast||-- ||No ||Open and Stay Open||[[Door_Open]](tag, 64, 0)
|-
||103||Reg||S1||No||Slow||-- ||No ||Open and Stay Open||[[Door_Open]](tag, 16, 0)
|-
||112||Reg||S1||No||Fast||-- ||No ||Open and Stay Open||[[Door_Open]](tag, 64, 0)
|-
||86 ||Reg||WR||No||Slow||-- ||No ||Open and Stay Open||[[Door_Open]](tag, 16, 0)
|-
||106||Reg||WR||No||Fast||-- ||No ||Open and Stay Open||[[Door_Open]](tag, 64, 0)
|-
||2  ||Reg||W1||No||Slow||-- ||No ||Open and Stay Open||[[Door_Open]](tag, 16, 0)
|-
||109||Reg||W1||No||Fast||-- ||No ||Open and Stay Open||[[Door_Open]](tag, 64, 0)
|-
||46 ||Reg||GR||No||Slow||-- ||Yes||Open and Stay Open||[[Door_Open]](tag, 16, 0)   
|-
||42 ||Reg||SR||No||Slow||-- ||No ||Close and Stay Closed||[[Door_Close]](tag, 16, 0)
|-
||116||Reg||SR||No||Fast||-- ||No ||Close and Stay Closed||[[Door_Close]](tag, 64, 0)
|-
||50 ||Reg||S1||No||Slow||-- ||No ||Close and Stay Closed||[[Door_Close]](tag, 16, 0)
|-
||113||Reg||S1||No||Fast||-- ||No ||Close and Stay Closed||[[Door_Close]](tag, 64, 0)
|-
||75 ||Reg||WR||No||Slow||-- ||No ||Close and Stay Closed||[[Door_Close]](tag, 16, 0)
|-
||107||Reg||WR||No||Fast||-- ||No ||Close and Stay Closed||[[Door_Close]](tag, 64, 0)
|-
||3  ||Reg||W1||No||Slow||-- ||No ||Close and Stay Closed||[[Door_Close]](tag, 16, 0)
|-
||110||Reg||W1||No||Fast||-- ||No ||Close and Stay Closed||[[Door_Close]](tag, 64, 0)
|-
||196||Ext||SR||No||Slow||30s||No ||Close, Wait, Then Open||[[Door_CloseWaitOpen]](tag, 16, 240, 0)
|-
||175||Ext||S1||No||Slow||30s||No ||Close, Wait, Then Open||[[Door_CloseWaitOpen]](tag, 16, 240, 0)
|-
||76 ||Reg||WR||No||Slow||30s||No ||Close, Wait, Then Open||[[Door_CloseWaitOpen]](tag, 16, 240, 0)
|-
||16 ||Reg||W1||No||Slow||30s||No ||Close, Wait, Then Open||[[Door_CloseWaitOpen]](tag, 16, 240, 0)
|}


===Regular and Extended Locked Door Types===
Regular and Extended Door Types
{|class="wikitable sortable"
---------------------------------------------------------------
!#
#       Class  Trig  Lock  Speed    Wait  Monst    Function
!Class
!Trig
1        Reg    PR    No    Slow    4s    Yes      Open, Wait, Then Close
!Lock
117      Reg    PR    No    Fast    4s    No      Open, Wait, Then Close
!Speed
63      Reg    SR    No    Slow    4s    No      Open, Wait, Then Close
!Wait
114      Reg    SR    No    Fast    4s    No      Open, Wait, Then Close
!Monst
29      Reg    S1    No    Slow    4s    No      Open, Wait, Then Close
!Function  
111      Reg    S1    No    Fast    4s    No      Open, Wait, Then Close
|-
90      Reg    WR    No    Slow    4s    No      Open, Wait, Then Close
||26 ||Reg||DR||Blue||Slow||4s||No||Open, Wait, Then Close
105      Reg    WR    No    Fast    4s    No      Open, Wait, Then Close
|-
4        Reg    W1    No    Slow    4s    Yes      Open, Wait, Then Close
||28 ||Reg||DR||Red ||Slow||4s||No||Open, Wait, Then Close
108      Reg    W1    No    Fast    4s    No      Open, Wait, Then Close
|-
||27 ||Reg||DR||Yell||Slow||4s||No||Open, Wait, Then Close
31      Reg    P1    No    Slow    --    No      Open and Stay Open
|-
118      Reg    P1    No    Fast    --    No      Open and Stay Open
||32 ||Reg||D1||Blue||Slow||--||No||Open and Stay Open  
61      Reg    SR    No    Slow    --    No      Open and Stay Open
|-
115      Reg    SR    No    Fast    --    No      Open and Stay Open
||33 ||Reg||D1||Red ||Slow||--||No||Open and Stay Open  
103      Reg    S1    No    Slow    --    No      Open and Stay Open
|-
112      Reg    S1    No    Fast    --    No      Open and Stay Open
||34 ||Reg||D1||Yell||Slow||--||No||Open and Stay Open  
86      Reg    WR    No    Slow    --    No      Open and Stay Open
|-
106      Reg    WR    No    Fast    --    No      Open and Stay Open
||99 ||Reg||SR||Blue||Fast||--||No||Open and Stay Open  
2        Reg    W1    No    Slow    --    No      Open and Stay Open
|-
109      Reg    W1    No    Fast    --    No      Open and Stay Open
||134||Reg||SR||Red ||Fast||--||No||Open and Stay Open  
46      Reg    GR    No    Slow    --    No      Open and Stay Open
|-
||136||Reg||SR||Yell||Fast||--||No||Open and Stay Open  
42      Reg    SR    No    Slow    --    No      Close and Stay Closed
|-
116      Reg    SR    No    Fast    --    No      Close and Stay Closed
||133||Reg||S1||Blue||Fast||--||No||Open and Stay Open  
50      Reg    S1    No    Slow    --    No      Close and Stay Closed
|-
113      Reg    S1    No    Fast    --    No      Close and Stay Closed
||135||Reg||S1||Red ||Fast||--||No||Open and Stay Open  
75      Reg    WR    No    Slow    --    No      Close and Stay Closed
|-
107      Reg    WR    No    Fast    --    No      Close and Stay Closed
||137||Reg||S1||Yell||Fast||--||No||Open and Stay Open
3        Reg    W1    No    Slow    --    No      Close and Stay Closed
|}
110      Reg    W1    No    Fast    --    No      Close and Stay Closed
196      Ext    SR    No    Slow    30s  No      Close, Wait, Then Open
175      Ext    S1    No    Slow    30s  No      Close, Wait, Then Open
76      Reg    WR    No    Slow    30s  No      Close, Wait, Then Open
16      Reg    W1    No    Slow    30s  No      Close, Wait, Then Open
Regular and Extended Locked Door Types
---------------------------------------------------------------
#        Class  Trig  Lock  Speed    Wait  Monst   Function  
26       Reg     PR    Blue   Slow     4s   No       Open, Wait, Then Close
28       Reg     PR    Red   Slow     4s   No       Open, Wait, Then Close
27       Reg     PR    Yell   Slow     4s   No       Open, Wait, Then Close  
32       Reg     P1    Blue   Slow     --   No       Open and Stay Open
33       Reg     P1    Red   Slow     --   No       Open and Stay Open
34       Reg     P1    Yell   Slow     --   No       Open and Stay Open
99       Reg     SR     Blue   Fast     --   No       Open and Stay Open
134     Reg     SR     Red   Fast     --   No       Open and Stay Open
136     Reg     SR     Yell   Fast     --   No       Open and Stay Open
133     Reg     S1     Blue   Fast     --   No       Open and Stay Open
135     Reg     S1     Red   Fast     --   No       Open and Stay Open
137     Reg     S1     Yell   Fast     --   No       Open and Stay Open
There are two generalized door linedef types, Generalized Door, and Generalized Locked Door. The following tables show the possibilities for each parameter, any combination of parameters is allowed:
There are two generalized door linedef types, Generalized Door, and Generalized Locked Door. The following tables show the possibilities for each parameter, any combination of parameters is allowed:


Slow and Fast represent the same speeds as slow and fast regular doors. Normal is twice as fast as slow, Fast is twice normal, Turbo is twice Fast.
Slow and Fast represent the same speeds as slow and fast regular doors. Normal is twice as fast as slow, Fast is twice normal, Turbo is twice Fast.


===Generalized Door Types===
Generalized Door Types
{|class="wikitable"
---------------------------------------------------------------
!#
#       Class   Trig   Lock   Speed   Wait Monst   Function  
!Class
!Trig
!Lock
!Speed
!Wait
!Monst
!Function
|-
||3C00H-4000H||Gen||D1/DR||No||Slow||1s||Yes ||Open, Wait, Then Close
|-
||          ||  ||S1/SR||  ||Normal||4s||No||Open and Stay Open
|-
||          ||  ||W1/WR||  ||Fast||9s||    ||Close and Stay Closed
|-
||          ||  ||G1/GR||  ||Turbo||30s||  ||Close, Wait, Then Open
|}
   
   
===Generalized Locked Door Types===
3C00H-  Gen    P1/PR  No    Slow    1s    Yes      Open, Wait, Then Close
{|class="wikitable"
4000H            S1/SR        Normal  4s    No      Open and Stay Open
!#
                  W1/WR        Fast    9s            Close and Stay Closed
!Class
                  G1/GR        Turbo    30s            Close, Wait, Then Open
!Trig
!Lock
Generalized Locked Door Types
!Speed
---------------------------------------------------------------
!Wait
#       Class   Trig   Lock   Speed   Wait Monst   Function  
!Monst
!Function  
3800H-   Gen     P1/PR  Any   Slow     1s   No       Open, Wait, Then Close
|-
3C00H            S1/SR Blue   Normal   4s             Open and Stay Open
||3800H-3C00H||Gen||D1/DR||Any ||Slow   ||1s ||No     ||Open, Wait, Then Close
                  W1/WR Red   Fast     9s             Close and Stay Closed
|-
                  G1/GR Yell   Turbo   30s           Close, Wait, Then Open
||          ||  ||S1/SR||Blue ||Normal ||4s ||      ||Open and Stay Open
                        BlueC
|-
                        RedC
||          ||  ||W1/WR||Red ||Fast   ||9s ||      ||Close and Stay Closed
                        YellC
|-
                        BlueS
||          ||  ||G1/GR||Yell ||Turbo ||30s ||      ||Close, Wait, Then Open
                        RedS
|-
                        YellS
||          ||  ||    ||BlueC
                        All3
|-
                        All6
||          ||  ||    ||RedC
There are currently six types of parameterized door specials, each performing a different type of door action. See the Parameterized Door Types section for full information on how to use these specials.  
|-
Parameterized Door Types
||          ||  ||    ||YellC
-----------------------------------------------------------------
|-
#        Class  Function                      ExtraData Name
||          ||  ||    ||BlueS
|-
300      Param  Open, Wait, Then Close        Door_Raise
||          ||  ||    ||RedS
301      Param  Open and Stay Open            Door_Open
|-
302      Param  Close and Stay Closed        Door_Close
||          ||  ||    ||YellS
303      Param  Close, Wait, Then Open        Door_CloseWaitOpen
|-
304      Param  Wait, Open, Wait, Close      Door_WaitRaise
||          ||  ||    ||All3
305      Param  Wait, Close and Stay Closed  Door_WaitClose
|-
||          ||  ||    ||All6
|}
There are several types of parameterized door specials, each performing a different type of door action. See the [[Detailed_parameterized_linedef_specification#Doors|Parameterized Door Types]] section for full information on how to use these specials.
 
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