As per this topic: viewtopic.php?f=123&t=73641&p=1203658
It seems as if [wiki]Door_AnimatedClose[/wiki] is relatively useless. It can only close an animated door if the door in question has been opened by [wiki]Door_Animated[/wiki] with a non-zero delay time. Therefore, it can only close doors that will close on their own sooner or later*. I suggest, however, that if a mapper is setting up a door that needs to be closed manually, then they will want it to stay open until that event happens.
Therefore, I suggest an additional Door_AnimatedOpen action that opens an animated door and doesn't close it, but allows Door_AnimatedClose to be used on it to close the door at some future point.**
The attached map shows the problem. Run it using Strife. The aperture doors in front of the player at the start cannot be closed because they are both set to have a close-delay of 0 (i.e. never close). The one on the left is opened by a special on its front line and has a special on the other side of the door to close it - but it doesn't work. The door on the right is opened by a script and has a switch in front of it to close the door. It also does not work.
Behind the player are two very similar doors (different appearance) - but when they open, their delay time is set to 1 minute. As a result, Door_AnimatedClose works on them provided it is called within a minute of the door opening.
*I am aware that I could give the door an extremely long delay time that would mean it was highly unlikely to auto-close during a game, but that doesn't seem as correct as having a special to do the job properly.
**Because of how animated doors are set up, they need to be mapped in their closed position to allow them to initialise properly. So even if the doors are meant to be open right from the map start, they will still need to be put in the map as closed doors then opened before the player has the opportunity to close them again. Obviously, a Door_AnimatedOpen special would be ideal for that.
Door_AnimatedOpen
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Door_AnimatedOpen
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Re: Door_AnimatedOpen
Blue Shadow's explanation from the mapping thread.
Blue Shadow wrote:From reading the source, and if I got this right, if the delay is 0, the thinker, which is responsible for opening and closing the door, gets destroyed once the door is fully opened, which means the door cannot be closed late on by an outside action.
Another thing, while the door is open and waiting to close (delay is higher than 0), executing Door_Animated or Door_AnimatedClose appears to do the same thing, that is closing the door.