Do animated doors only function in UDMF map type?

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crowbars82
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Joined: Sun Nov 05, 2017 6:22 pm

Do animated doors only function in UDMF map type?

Post by crowbars82 »

I have searched as much as I can with this one. The map type I am working with is the standard doom type, not UDMF.

I noticed that line-type 14 (14: Door_Animated) can be assigned in a UDMF map, however I am attempting to use ACS to set a linet-type at runtime of the map because the map-type is not UDMF.

Using Oblige (ObHack which uses Oblige 0.97) to generate maps, I am able to generate a prefab with a line that has a TID of 5000. But when I try to ACS the line-type it does not appear to change into a fully functional animated door. Is this because the maps in Strife are UDMF?

Code: Select all

script "Set Animated Door" OPEN
{
	Door_Animated(5000, 1, 10, 0);
}
The animated door textures and sounds have been correctly set up within the ANIMDEFS, SNDSEQ and SNDINFO, and from what I can see as soon as the map starts the animation of the door runs from open to closed.
I can use the door, but the texture remains where it is, does not animate and I can walk through the texture and then the door automatically closes again with normal sounds, not the sounds I have defined.

Line-type 14 is a "14: S1 Floor Up 32 Change Tex" when I manually set a special to a line in a map after opening the generated WAD using Slade.

Can any advise on this?

Many thanks!
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Graf Zahl
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Re: Do animated doors only function in UDMF map type?

Post by Graf Zahl »

The tag in Door_Animated is a SECTOR tag, not a line ID. This special works in all map formats, it predates UDMF by many years - Strife's original maps are in Doom format, not UDMF
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crowbars82
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Re: Do animated doors only function in UDMF map type?

Post by crowbars82 »

Thanks Graf Zahl, I will attempt to amend my tagging situation right away!
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crowbars82
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Re: Do animated doors only function in UDMF map type?

Post by crowbars82 »

I am uncertain where I am going wrong...

Both lines are set as a "1: DR Door" and the sector itself is tagged as 5001...

Image

then the runtime script looks like this...

Code: Select all

script "Set Animated Doors" OPEN
{
	Door_Animated(5001, 1, 10, 0);
	Print(s:"Door_Animated set for sector 5001...");
}
The door still functions as a DR Door and the texture remains like a mid-texture without animating.

Should the sector and all lines surrounding the sector have no types and all set to 0 like a normal un-altered sector?

Thanks.
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Graf Zahl
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Location: Germany

Re: Do animated doors only function in UDMF map type?

Post by Graf Zahl »

We need more information about what you did. Best post a minimal demo.
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Arctangent
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Discord: SquawkyAtan#2371

Re: Do animated doors only function in UDMF map type?

Post by Arctangent »

You just slap Door_Animated on the door you want to apply it to. It's not some sort of initialization function that converts a normal door into a Door_Animated - it's ... just a door special with unique behavior.
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crowbars82
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Re: Do animated doors only function in UDMF map type?

Post by crowbars82 »

Thanks for getting back to this! I think it is the Doom map format that is being the problem here..... or maybe Slade's options for building perhaps? I can't work it out.

I just successfully manually built an animated door in a UDMF map type using Slade and named it MAP03:
[imgur]https://i.imgur.com/wQAuOv7[/imgur]

The sector itself has no tag:
[imgur]https://i.imgur.com/kk5kJyo[/imgur]
[imgur]https://i.imgur.com/APcQL6k[/imgur]

I defined the 2 wall textures here as Special = 14: Door_animated (which when editing a UDMF map this option was available)
[imgur]https://i.imgur.com/qPdtbLj[/imgur]
[imgur]https://i.imgur.com/JjTed40[/imgur]

And the classic Rise Of The Triad Door opens when activated by the player and animates perfectly:
[imgur]https://i.imgur.com/B0lR8QU[/imgur]


I then opened up the map that Oblige has generated. I can see that the map type has a (D) in brackets instead of the (U) for that new UDMF MAP03 I made manually:
[imgur]https://i.imgur.com/XWlSEnN[/imgur]

There are no options when I edit this (D) type map to have a 14: Animated Door... instead number 14 is the 14: S1 Floop Up 32 Change Tex:
[imgur]https://i.imgur.com/ASwtzuW[/imgur]

I think I may have to look into getting this version of Oblige to export to UDMF map types instead of Doom format, unless there is something I am missing with this one?

Many thanks!!
Last edited by Rachael on Fri Nov 24, 2017 4:42 pm, edited 1 time in total.
Reason: shrank images
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Arctangent
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Re: Do animated doors only function in UDMF map type?

Post by Arctangent »

If you really need to use a Doom format, creating an [wiki]XLAT[/wiki] lump in your wad is always an option.

Or you could build your wad around Strife instead of Doom, so that "Doom" format maps will have access to Strife's specials, including DR Animated Door.
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crowbars82
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Re: Do animated doors only function in UDMF map type?

Post by crowbars82 »

Thanks Arctangent, I will look into this XLAT, it looks like it may help!

I've also just found out that if I manually built a Hexen map (H) the option for animated door exists when editing this type of map:
Image

...also this version of Oblige that I've been toying with for months can create Hexen maps, so hopefully if I can get Oblige to output the Doom maps in Hexen format, I might be good?

I need some dinner to help activate "LUA learning mode"!

Thanks again :D

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