Help with doors!

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GuildNavigator
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Help with doors!

Post by GuildNavigator »

Hi people!
Sorry.. I have a problem as BIG as maybe stupid for you all... I'm not able to make work a simple door in Doom Builder in Zdoom Hexen format...
I know it's extremely simple, but I'm not able to make it work. Do you know any tutorial or are you able to tell me how to do it?
Maybe I could win the "stupidity award"... :lol:
Thanks!
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Enjay
 
 
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Re: Help with doors!

Post by Enjay »

Making doors is very simple but, at the same time, it does seem to catch a lot of new mappers out. So don't feel bad about it.

There are some tutorials here. They are quite old and for WAD Author rather than DoomBuilder but they still have good information. However, they don't seem to have a basic door tutorial.

Here are some things that are common problems and which might be worth checking.

Are the lines facing the right way? Door activation lines can only be activated from the front, so make sure the front side of the line is facing the player when he tries to activate the door.

Does the door have the correct activation type? Make sure you give the door a "player uses" activation (not sure the exact term that DB uses for that).

Does the door have a speed? Make sure you have filled in the speed argument on the line. 16 is the same as old fashioned Doom doors, 64 is the speed of fast doors in Doom. You can use them or any speed from 1 to 255.


Also, once you get it sorted, make sure that you set the line to be repeatable (if you want it to be) and that it has a wait time before it closes again (else it will stay open).
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Re: Help with doors!

Post by Ceeb »

Under the line specials, there are several you can use. [wiki]Door_Raise[/wiki] can make basic doors, while [wiki]Door_Open[/wiki] and [wiki]Door_Close[/wiki] are quite self-explanatory.

There's also BOOM's generalized door which is just as functional, [wiki]Generic_Door[/wiki]. Hope all this helps you out.

Edit:

god dammit
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Re: Help with doors!

Post by Zhs2 »

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Enjay
 
 
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Re: Help with doors!

Post by Enjay »

Useful tutorial. :yup:

It's easier in DeePsea BTW. :P
Unless you want to do one in UDMF, then it's impossible. :?

One smily per line :?:
Tacky. :oops:
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GuildNavigator
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Re: Help with doors!

Post by GuildNavigator »

Well... thank you very much Enjay and Ceeb.. your suggestions have been useful: I tried to do a door and finally worked! But there are some features not so clear to me... I'll tell you later more deeply my problems. Thank you in advance! :D
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Re: Help with doors!

Post by Sonnyboy »

Enjay wrote:Useful tutorial. :yup:

It's easier in DeePsea BTW. :P
Unless you want to do one in UDMF, then it's impossible. :?

One smily per line :?:
Tacky. :oops:
It's not as bad as posting in verse,
As any registered nurse

Aw screw it, I don't feel like doing this.

:wink:
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Re: Help with doors!

Post by NeuralStunner »

Sonnyboy wrote:Aw screw it, I don't feel like doing this.
Nah, just made you think of needles and you were to freaked out to continue the thought. :P

Also, does this help you learn more about doors?
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Enjay
 
 
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Re: Help with doors!

Post by Enjay »

It may help him break on through to the other side right enough. ;)
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Re: Help with doors!

Post by NeuralStunner »

Should also help with lighting fires. :wink:
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Re: Help with doors!

Post by Sonnyboy »

It's amazing how they managed to keep every one of their songs sounding exactly the same.

:P
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Re: Help with doors!

Post by GuildNavigator »

Well.. guides aren't very useful; they didn't explain exactly what I needed with clear examples... :|

I had some questions for you experts:

1) the side of the doors (doortracks) must be clicked and changed in some way, or not?
2) do doors with only 8 of thickness (or depth) work normally as, for example, doors 16 deep?
3) how can I make open a door with the activation of a switch? The problem is: what must I do with the linedef which represents the switch? I do not know where to tell it to be the activator..

Thanks in advance! :D
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Re: Help with doors!

Post by Enjay »

1) the side of the doors (doortracks) must be clicked and changed in some way, or not?

Not essential, but it looks better if you set the "lower unpegged" flag for these lines. Why? It stops the textures on them moving when the door moves (which looks amateur).


2) do doors with only 8 of thickness (or depth) work normally as, for example, doors 16 deep?

Yes.

3) how can I make open a door with the activation of a switch? The problem is: what must I do with the linedef which represents the switch? I do not know where to tell it to be the activator..

You need linedef and sector tags. Give your sector a tag (any number but starting at 1 and working up sequentially is usual). Instead of making the lines on the door a door type, you need to make your switch line one of the door open types. It would have the door speed, delay and so on arguments just like a door would and the very first argument would be the same number as you gave the sector as its tag. The door itself would not normally have any specials on its lines. When you put one of the switch textures on your line, it will automatically change to the opposite appearance for the switch when you use it. If the line is repeatable, it will change back to its previous appearance after a second or two.
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Re: Help with doors!

Post by NeuralStunner »

Enjay wrote:1) the side of the doors (doortracks) must be clicked and changed in some way, or not?

Not essential, but it looks better if you set the "lower unpegged" flag for these lines. Why? It stops the textures on them moving when the door moves (which looks amateur).
Amusingly, the masters id and Raven themselves both neglected to do this quite a few times. :wink:
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Re: Help with doors!

Post by Demolisher »

NeuralStunner wrote:
Enjay wrote:1) the side of the doors (doortracks) must be clicked and changed in some way, or not?

Not essential, but it looks better if you set the "lower unpegged" flag for these lines. Why? It stops the textures on them moving when the door moves (which looks amateur).
Amusingly, the masters id and Raven themselves both neglected to do this quite a few times. :wink:
They also forgot to make Doom Builder.
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