Hi,
Is it possible to overwrite the door delay of linetype 1: DR_DOOR?
By the looks of things I might be able to use Generic_Door if I tag the doors and use an open ACS script, unless there is something else that can be done which will overwrite all DR_DOOR delays to perhaps 30 seconds?
Much thanks!
Is it possible to overwrite vanilla door delays?
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Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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crowbars82
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Blue Shadow
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Re: Is it possible to overwrite vanilla door delays?
You can use a [wiki]map translator[/wiki].
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ramon.dexter
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Re: Is it possible to overwrite vanilla door delays?
Maybe you should explain what are trying to achieve.
Based on your question, I just don't understand what are you asking for. You can already set a timeout on Generic_Door, also you can set it directly to control a door, without need of a acs or sector tagging.
Looks like you are used to doom format. Ok, good. So the next map you will make you'll make in UDMF format. Much more features than doom format, yet less limitations.
Based on your question, I just don't understand what are you asking for. You can already set a timeout on Generic_Door, also you can set it directly to control a door, without need of a acs or sector tagging.
Looks like you are used to doom format. Ok, good. So the next map you will make you'll make in UDMF format. Much more features than doom format, yet less limitations.
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crowbars82
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Re: Is it possible to overwrite vanilla door delays?
Hi thanks both for the replies. I am modding a version of Oblige to make randomly generated sci-fi space-station themed maps.
I looked into the map translator and couldn't quite work out what I was doing with it, I will persevere with it though as it does look like the way to do this.
The version of Oblige I am modding churns out classic doom format maps, so I am wondering if there is something that can be done to create an ACS script (which I have got the hang of) to automatically overwrite the delays on any door in any classic doom type map. UDMF does have a lot more stuff that can be played with, but currently until I can work out how to export the maps as UDMF (which may involve too much work at this time) this is perhaps a better explaination. Thanks!
I looked into the map translator and couldn't quite work out what I was doing with it, I will persevere with it though as it does look like the way to do this.
The version of Oblige I am modding churns out classic doom format maps, so I am wondering if there is something that can be done to create an ACS script (which I have got the hang of) to automatically overwrite the delays on any door in any classic doom type map. UDMF does have a lot more stuff that can be played with, but currently until I can work out how to export the maps as UDMF (which may involve too much work at this time) this is perhaps a better explaination. Thanks!
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Kappes Buur
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Re: Is it possible to overwrite vanilla door delays?
This may be of help to youcrowbars82 wrote:.... until I can work out how to export the maps as UDMF ....
viewtopic.php?f=39&t=52726
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crowbars82
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Re: Is it possible to overwrite vanilla door delays?
Thanks again for suggesting this, I looked into how XLAT works and after much confusion it finally clicked! I have now changed the speeds for bulkhead door in my station, plus I can get the forcefield I always wanted knowing I can make my own linedefs such as: 451 = USE|REP, ForceField()Blue Shadow wrote:You can use a [wiki]map translator[/wiki].