Swinging Door, no polyobjects
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- Posts: 42
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Swinging Door, no polyobjects
This door uses a model for the door itself, and a script to make it work. WIP.
https://youtu.be/dfM_dnJ6NGs
https://youtu.be/dfM_dnJ6NGs
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Re: Swinging Door, no polyobjects
Looks neat.
Another "mode" for the door might be to have it always open away from the player. I know it's not that realistic, but many games do it because it avoids the often silly and movement interrupting situation of opening the door towards yourself and bashing yourself in the face with it. (Especially silly if the game character is supposed to be a sleek, agile agent of death, who can't even open a door properly.)
Another "mode" for the door might be to have it always open away from the player. I know it's not that realistic, but many games do it because it avoids the often silly and movement interrupting situation of opening the door towards yourself and bashing yourself in the face with it. (Especially silly if the game character is supposed to be a sleek, agile agent of death, who can't even open a door properly.)
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Re: Swinging Door, no polyobjects
I try to have it open away from the player on first encounter and, if you need to backtrack, just leave it open.
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Re: Swinging Door, no polyobjects
Fair enough. I wasn't sure of you were putting this together for your own mapping needs or as a universal resource for anyone to use. If it was the second option, then the mode I suggested might have been useful for some people.
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Re: Swinging Door, no polyobjects
I'd like if people used it. As opposed to polyobjects, my door swings horizontally too.
https://youtu.be/pWHmoZuN_f4
https://youtu.be/pWHmoZuN_f4
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- Posts: 42
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Re: Swinging Door, no polyobjects
https://www.doomworld.com/applications/ ... ?id=232098
Sample map with one fully functional door.
I'll be happy to answer your questions. Once you figure it out, you'll see how easy it is.
There are 2 scripts:
Swing
Bump
One for each side of the door.
And there's 2 lines that block you on the doorway.
That's it. Questions are welcome.
Sample map with one fully functional door.
I'll be happy to answer your questions. Once you figure it out, you'll see how easy it is.
There are 2 scripts:
Swing
Bump
One for each side of the door.
And there's 2 lines that block you on the doorway.
That's it. Questions are welcome.
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- Location: in an undisclosed location that is the philippines
Re: Swinging Door, no polyobjects
Can monsters interact with the door?
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Re: Swinging Door, no polyobjects
Yes, they can. Set the line flags to "block everything" and "monster activates" and the activation to "repeatable action", "when player presses use" and "when monster bumps".
I tried and they open the door, but find it hard to go through.
I tried and they open the door, but find it hard to go through.
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- Joined: Sat Mar 19, 2022 11:59 am
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Re: Swinging Door, no polyobjects
Apologies.
It seems the pk3 I uploaded has an extra decorate file that needs to be removed.
Decorate.txt.bak
I'm sorry.
I'm preparing a sample map with everything I have:
Door
Bridge
Chest
Lever
Valve
It seems the pk3 I uploaded has an extra decorate file that needs to be removed.
Decorate.txt.bak
I'm sorry.
I'm preparing a sample map with everything I have:
Door
Bridge
Chest
Lever
Valve
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- Posts: 42
- Joined: Sat Mar 19, 2022 11:59 am
- Graphics Processor: Intel (Modern GZDoom)
Re: Swinging Door, no polyobjects
As promised, here's the map.
Just a few rooms and no monsters.
Sorry about the sounds. They were picked in a hurry.
If you know how to create models in Ultimate Doom Builder, this will be a piece of cake.
Maybe someone with more experience could simplify the scripts, or even make interactive decorations.
Also, the timing could use some tweaking, but I wanted to show the functionality. Models swinging around an axis on command. Vertically and horizontally.
https://www.doomworld.com/applications/ ... ?id=232387
Quote
Edit:
I wrote a new script for the valve. Fewer lines.
script "VALVE" (void)
{
ACS_Execute(1,0,100,0,0); PlaySound(29,"VALVE");
Delay(20); Ceiling_RaiseByValueTimes8(23,8,11); Delay(1);
PlaySound(66,"WATER");
}
script 1 (int spintime)
{
while (spintime-- > 0)
{
SetActorPitch (29, GetActorPitch (29) - 0.02);
Delay (1);
print(s:"You are filling the pool");
}
}
Just a few rooms and no monsters.
Sorry about the sounds. They were picked in a hurry.
If you know how to create models in Ultimate Doom Builder, this will be a piece of cake.
Maybe someone with more experience could simplify the scripts, or even make interactive decorations.
Also, the timing could use some tweaking, but I wanted to show the functionality. Models swinging around an axis on command. Vertically and horizontally.
https://www.doomworld.com/applications/ ... ?id=232387
Quote
Edit:
I wrote a new script for the valve. Fewer lines.
script "VALVE" (void)
{
ACS_Execute(1,0,100,0,0); PlaySound(29,"VALVE");
Delay(20); Ceiling_RaiseByValueTimes8(23,8,11); Delay(1);
PlaySound(66,"WATER");
}
script 1 (int spintime)
{
while (spintime-- > 0)
{
SetActorPitch (29, GetActorPitch (29) - 0.02);
Delay (1);
print(s:"You are filling the pool");
}
}
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- Posts: 42
- Joined: Sat Mar 19, 2022 11:59 am
- Graphics Processor: Intel (Modern GZDoom)
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- Posts: 42
- Joined: Sat Mar 19, 2022 11:59 am
- Graphics Processor: Intel (Modern GZDoom)
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- Posts: 42
- Joined: Sat Mar 19, 2022 11:59 am
- Graphics Processor: Intel (Modern GZDoom)
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- Location: Illinois
Re: Swinging Door, no polyobjects
I put together a model door for gzdooom myself