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}}
{{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. 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===
===Regular and extended door types===
{|class="wikitable sortable"
{|class="wikitable sortable"
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!Monst
!Monst
!Function
!Function
!Parameterized equivalent
!UDMF Equivalent
|-
|-
||1||Reg||DR||No||Slow||4s||Yes||Open, Wait, Then Close||[[Door_Raise]](0, 16, 150, tag)
||1||Reg||DR||No||Slow||4s||Yes||Open, Wait, Then Close||[[Door_Raise]](0, 16, 150, tag)
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