Door linedef types: Difference between revisions

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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 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.
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.


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}}
{{backto|Linedef types}}


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* 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.
: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]].


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


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


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


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


* Wait, Close and Stay Closed
* Wait, Close and Stay Closed
Available as a parameterized line special only, this door type waits for a specified countdown period, and then closes fully and remains 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.  


==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 resp.
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.


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.
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.


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 activatable by monsters.
A door may or may not be activateable 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 Door Types
===Regular and Extended Locked Door Types===
---------------------------------------------------------------
{|class="wikitable sortable"
#       Class   Trig   Lock   Speed   Wait  Monst    Function
!#
!Class
1        Reg    DR    No    Slow    4s    Yes      Open, Wait, Then Close
!Trig
117      Reg    DR    No    Fast    4s    No      Open, Wait, Then Close
!Lock
63      Reg    SR    No    Slow    4s    No      Open, Wait, Then Close
!Speed
114      Reg    SR    No    Fast    4s    No      Open, Wait, Then Close
!Wait
29      Reg    S1    No    Slow    4s    No      Open, Wait, Then Close
!Monst
111      Reg    S1    No    Fast    4s    No      Open, Wait, Then Close
!Function
90      Reg    WR    No    Slow    4s    No      Open, Wait, Then Close
|-
105      Reg    WR    No    Fast    4s    No      Open, Wait, Then Close
||26 ||Reg||DR||Blue||Slow||4s||No||Open, Wait, Then Close
4        Reg    W1    No    Slow    4s    Yes      Open, Wait, Then Close
|-
108      Reg    W1    No    Fast    4s    No      Open, Wait, Then Close
||28 ||Reg||DR||Red ||Slow||4s||No||Open, Wait, Then Close
|-
31      Reg    D1    No    Slow    --    No      Open and Stay Open
||27 ||Reg||DR||Yell||Slow||4s||No||Open, Wait, Then Close
118      Reg    D1    No    Fast    --    No      Open and Stay Open
|-
61      Reg    SR    No    Slow    --    No      Open and Stay Open
||32 ||Reg||D1||Blue||Slow||--||No||Open and Stay Open  
115      Reg    SR    No    Fast    --    No      Open and Stay Open
|-
103      Reg    S1    No    Slow    --    No      Open and Stay Open
||33 ||Reg||D1||Red ||Slow||--||No||Open and Stay Open  
112      Reg    S1    No    Fast    --    No      Open and Stay Open
|-
86      Reg    WR    No    Slow    --    No      Open and Stay Open
||34 ||Reg||D1||Yell||Slow||--||No||Open and Stay Open  
106      Reg    WR    No    Fast    --    No      Open and Stay Open
|-
2        Reg    W1    No    Slow    --    No      Open and Stay Open
||99 ||Reg||SR||Blue||Fast||--||No||Open and Stay Open  
109      Reg    W1    No    Fast    --    No      Open and Stay Open
|-
46      Reg    GR    No    Slow    --    Yes      Open and Stay Open
||134||Reg||SR||Red ||Fast||--||No||Open and Stay Open  
|-
42      Reg    SR    No    Slow    --    No      Close and Stay Closed
||136||Reg||SR||Yell||Fast||--||No||Open and Stay Open  
116      Reg    SR    No    Fast    --    No      Close and Stay Closed
|-
50      Reg    S1    No    Slow    --    No      Close and Stay Closed
||133||Reg||S1||Blue||Fast||--||No||Open and Stay Open  
113      Reg    S1    No    Fast    --    No      Close and Stay Closed
|-
75      Reg    WR    No    Slow    --    No      Close and Stay Closed
||135||Reg||S1||Red ||Fast||--||No||Open and Stay Open  
107      Reg    WR    No    Fast    --    No      Close and Stay Closed
|-
3        Reg    W1    No    Slow    --    No      Close and Stay Closed
||137||Reg||S1||Yell||Fast||--||No||Open and Stay Open
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     DR     Blue   Slow     4s   No       Open, Wait, Then Close
28       Reg     DR     Red   Slow     4s   No       Open, Wait, Then Close
27       Reg     DR     Yell   Slow     4s   No       Open, Wait, Then Close  
32       Reg     D1     Blue   Slow     --   No       Open and Stay Open
33       Reg     D1     Red   Slow     --   No       Open and Stay Open
34       Reg     D1     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
3C00H-   Gen     D1/DR No     Slow     1s   Yes     Open, Wait, Then Close
!Trig
4000H            S1/SR         Normal   4s   No       Open and Stay Open
!Lock
                  W1/WR         Fast     9s             Close and Stay Closed
!Speed
                  G1/GR         Turbo   30s           Close, Wait, Then Open
!Wait
!Monst
Generalized Locked Door Types
!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
|}
   
   
3800H-   Gen     D1/DR  Any    Slow     1s   No       Open, Wait, Then Close
===Generalized Locked Door Types===
3C00H            S1/SR Blue   Normal   4s             Open and Stay Open
{|class="wikitable"
                  W1/WR  Red    Fast     9s             Close and Stay Closed
!#
                  G1/GR Yell   Turbo   30s           Close, Wait, Then Open
!Class
                        BlueC
!Trig
                        RedC
!Lock
                        YellC
!Speed
                        BlueS
!Wait
                        RedS
!Monst
                        YellS
!Function
                        All3
|-
                        All6
||3800H-3C00H||Gen||D1/DR||Any ||Slow   ||1s ||No     ||Open, Wait, Then Close
|-
||          ||  ||S1/SR||Blue ||Normal ||4s ||      ||Open and Stay Open
|-
||          ||  ||W1/WR||Red ||Fast   ||9s ||      ||Close and Stay Closed
|-
||          ||  ||G1/GR||Yell ||Turbo ||30s ||      ||Close, Wait, Then Open
|-
||          ||  ||    ||BlueC
|-
||          ||  ||    ||RedC
|-
||          ||  ||    ||YellC
|-
||          ||  ||    ||BlueS
|-
||          ||  ||    ||RedS
|-
||          ||  ||    ||YellS
|-
||          ||  ||    ||All3
|-
||          ||  ||    ||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.
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.


[[category:Editing reference]]
[[category:Editing reference]]

Latest revision as of 03:01, 31 October 2021

A door is a sector, usually placed between two rooms, whose ceiling raises to open, and lowers to close.

A door is fully closed when its ceiling height is equal to its floor height.

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.

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.

Back to Linedef types

Door functions[edit]

  • 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.
  • Open and Stay Open
On activation, door opens fully and remains there. The parameterized special is Door_Open.
  • Close and Stay Closed
On activation, door closes fully, and remains there. The parameterized special Door_Close.
  • Close, Wait, Then Open
On activation, door closes fully, waits a specified period, then opens fully. The parameterized special Door_CloseWaitOpen.
  • 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.
  • 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.

Varieties of doors[edit]

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.

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.

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 can have different speeds, slow, normal, fast or turbo. Parameterized doors can open at any speed.

A door can wait for different amounts of time.

A door may or may not be activateable 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.

Door linedef types[edit]

Table information[edit]

  • Class: "reg" and "ext". The "registered" types are from vanilla DOOM, while the "extended" types were added since BOOM.

Regular and extended door types[edit]

# 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[edit]

# Class Trig Lock Speed Wait Monst Function
26 Reg DR Blue Slow 4s No Open, Wait, Then Close
28 Reg DR Red Slow 4s No Open, Wait, Then Close
27 Reg DR Yell Slow 4s No Open, Wait, Then Close
32 Reg D1 Blue Slow -- No Open and Stay Open
33 Reg D1 Red Slow -- No Open and Stay Open
34 Reg D1 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:

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[edit]

# 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[edit]

# Class Trig Lock Speed Wait Monst Function
3800H-3C00H Gen D1/DR Any Slow 1s No Open, Wait, Then Close
S1/SR Blue Normal 4s Open and Stay Open
W1/WR Red Fast 9s Close and Stay Closed
G1/GR Yell Turbo 30s Close, Wait, Then Open
BlueC
RedC
YellC
BlueS
RedS
YellS
All3
All6

There are several 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.