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 | 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 | 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 | 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. | ||
=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. | |||
* Open and Stay Open | * Open and Stay 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. | |||
* Close, Wait, Then Open | * Close, Wait, Then Open | ||
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, 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. | |||
=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 | 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 ( | 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 | 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= | |||
Regular and Extended Door Types | |||
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# Class Trig Lock Speed Wait Monst Function ExtraData mnemonic | |||
1 Reg DR No Slow 4s Yes Open, Wait, Then Close DR_RaiseDoor_Slow_Mon | |||
117 Reg DR No Fast 4s No Open, Wait, Then Close DR_RaiseDoor_Fast | |||
63 Reg SR No Slow 4s No Open, Wait, Then Close SR_RaiseDoor_Slow | |||
114 Reg SR No Fast 4s No Open, Wait, Then Close SR_RaiseDoor_Fast | |||
29 Reg S1 No Slow 4s No Open, Wait, Then Close S1_RaiseDoor_Slow | |||
111 Reg S1 No Fast 4s No Open, Wait, Then Close S1_RaiseDoor_Fast | |||
90 Reg WR No Slow 4s No Open, Wait, Then Close WR_RaiseDoor_Slow | |||
105 Reg WR No Fast 4s No Open, Wait, Then Close WR_RaiseDoor_Fast | |||
4 Reg W1 No Slow 4s Yes Open, Wait, Then Close W1_RaiseDoor_Slow | |||
108 Reg W1 No Fast 4s No Open, Wait, Then Close W1_RaiseDoor_Fast | |||
31 Reg D1 No Slow -- No Open and Stay Open D1_OpenDoor_Slow | |||
118 Reg D1 No Fast -- No Open and Stay Open D1_OpenDoor_Fast | |||
61 Reg SR No Slow -- No Open and Stay Open SR_OpenDoor_Slow | |||
115 Reg SR No Fast -- No Open and Stay Open SR_OpenDoor_Fast | |||
103 Reg S1 No Slow -- No Open and Stay Open S1_OpenDoor_Slow | |||
112 Reg S1 No Fast -- No Open and Stay Open S1_OpenDoor_Fast | |||
86 Reg WR No Slow -- No Open and Stay Open WR_OpenDoor_Slow | |||
106 Reg WR No Fast -- No Open and Stay Open WR_OpenDoor_Fast | |||
2 Reg W1 No Slow -- No Open and Stay Open W1_OpenDoor_Slow | |||
109 Reg W1 No Fast -- No Open and Stay Open W1_OpenDoor_Fast | |||
46 Reg GR No Slow -- Yes Open and Stay Open GR_OpenDoor_Slow | |||
42 Reg SR No Slow -- No Close and Stay Closed SR_CloseDoor_Slow | |||
116 Reg SR No Fast -- No Close and Stay Closed SR_CloseDoor_Fast | |||
50 Reg S1 No Slow -- No Close and Stay Closed S1_CloseDoor_Slow | |||
113 Reg S1 No Fast -- No Close and Stay Closed S1_CloseDoor_Fast | |||
75 Reg WR No Slow -- No Close and Stay Closed WR_CloseDoor_Slow | |||
107 Reg WR No Fast -- No Close and Stay Closed WR_CloseDoor_Fast | |||
3 Reg W1 No Slow -- No Close and Stay Closed W1_CloseDoor_Slow | |||
110 Reg W1 No Fast -- No Close and Stay Closed W1_CloseDoor_Fast | |||
196 Ext SR No Slow 30s No Close, Wait, Then Open SR_Door_CloseWait30 | |||
175 Ext S1 No Slow 30s No Close, Wait, Then Open S1_Door_CloseWait30 | |||
76 Reg WR No Slow 30s No Close, Wait, Then Open WR_Door_CloseWait30 | |||
16 Reg W1 No Slow 30s No Close, Wait, Then Open W1_Door_CloseWait30 | |||
Regular and Extended Locked Door Types | |||
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# Class Trig Lock Speed Wait Monst Function ExtraData mnemonic | |||
26 Reg DR Blue Slow 4s No Open, Wait, Then Close DR_RaiseLockedDoor_Blue_Slow | |||
28 Reg DR Red Slow 4s No Open, Wait, Then Close DR_RaiseLockedDoor_Red_Slow | |||
27 Reg DR Yell Slow 4s No Open, Wait, Then Close DR_RaiseLockedDoor_Yellow_Slow | |||
32 Reg D1 Blue Slow -- No Open and Stay Open D1_OpenLockedDoor_Blue_Slow | |||
33 Reg D1 Red Slow -- No Open and Stay Open D1_OpenLockedDoor_Red_Slow | |||
34 Reg D1 Yell Slow -- No Open and Stay Open D1_OpenLockedDoor_Yellow_Slow | |||
99 Reg SR Blue Fast -- No Open and Stay Open WR_OpenLockedDoor_Blue_Fast (sic) | |||
134 Reg SR Red Fast -- No Open and Stay Open SR_OpenLockedDoor_Red_Fast | |||
136 Reg SR Yell Fast -- No Open and Stay Open SR_OpenLockedDoor_Yellow_Fast | |||
133 Reg S1 Blue Fast -- No Open and Stay Open S1_OpenLockedDoor_Blue_Fast | |||
135 Reg S1 Red Fast -- No Open and Stay Open S1_OpenLockedDoor_Red_Fast | |||
137 Reg S1 Yell Fast -- No Open and Stay Open S1_OpenLockedDoor_Yellow_Fast | |||
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 | |||
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# Class Trig Lock Speed Wait Monst Function | |||
3C00H- Gen D1/DR No Slow 1s Yes Open, Wait, Then Close | |||
4000H 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 | |||
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# Class Trig Lock Speed Wait Monst Function | |||
3800H- Gen D1/DR Any Slow 1s No Open, Wait, Then Close | |||
3C00H 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 | |||
=Parameterized door specials= | |||
*300 '''Door_Raise'''(''tag'', ''speed'', ''delay'', ''light_tag'') | |||
*301 '''Door_Open'''(''tag'', ''speed'', ''light_tag'') | |||
*302 '''Door_Close'''(''tag'', ''speed'', ''light_tag'') | |||
*303 '''Door_CloseWaitOpen'''(''tag'', ''speed'', ''delay'', ''light_tag'') | |||
*304 '''Door_WaitRaise'''(''tag'', ''speed'', ''delay'', ''timeoffset'', ''light_tag'') | |||
*305 '''Door_WaitClose'''(''tag'', ''speed'', ''timeoffset'', ''light_tag'') | |||
:''tag'': Tag of sector to affect. If it's 0, then the sector behind the linedef will be activated, if applicable. | |||
:''speed'': How fast, in eights of units per tic, the door should move. Doom normal doors are as fast as 16, and blazing doors are 64. | |||
:''delay'': Time in tics (1/35 seconds) for the door before it returns to its opposite movement. | |||
:''timeoffset'': Time in tics before the door activates. | |||
:''light_tag'': Sector tag to receive light changes to maximum or minimum neighbor depending on whether the door is closed or opened. | |||
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