[Solved] Polydoors

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!

Moderator: GZDoom Developers

Forum rules
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.
Spaceshiporion
Posts: 55
Joined: Sun Dec 03, 2023 6:58 pm

[Solved] Polydoors

Post by Spaceshiporion »

I'm really trying not to spam the forum,
but I'm new to Doom Builder, and I'm trying to learn the poly anchor tool.

I've checked 2 tutorials, but for some reason the door won't cast...

Can anyone inspect my file to see what I'm doing wrong?
You do not have the required permissions to view the files attached to this post.
Last edited by Spaceshiporion on Mon Dec 11, 2023 2:24 pm, edited 1 time in total.
Proydoha
Posts: 70
Joined: Thu Jan 21, 2016 2:25 am

Re: Polydoors

Post by Proydoha »

You've almost done it
All that's left to do is to assign action 1 "Polyobject Start Line" to a line in your left enclosure (its green on screenshot because I've already assigned it)
And make sure that angle of an anchor is the same as Polyobject Number

Spaceshiporion
Posts: 55
Joined: Sun Dec 03, 2023 6:58 pm

Re: Polydoors

Post by Spaceshiporion »

Proydoha wrote:
> You've almost done it
> All that's left to do is to assign action 1 "Polyobject Start
> Line" to a line in your left enclosure (its green on screenshot
> because I've already assigned it)
> And make sure that angle of an anchor is the same as Polyobject Number

Yes!!! Success! But now where do I add the action to open the door when use is pressed? The action window is in use this way...
Proydoha
Posts: 70
Joined: Thu Jan 21, 2016 2:25 am

Re: Polydoors

Post by Proydoha »

You have at least 3 more lines in that polyobject to add your actions.
But given the layout it would make sense to use top and bottom lines for that.
Spaceshiporion
Posts: 55
Joined: Sun Dec 03, 2023 6:58 pm

Re: Polydoors

Post by Spaceshiporion »

Proydoha wrote: Tue Dec 05, 2023 4:25 pm You have at least 3 more lines in that polyobject to add your actions.
But given the layout it would make sense to use top and bottom lines for that.
Really? Interesting. I don't think I've figured out how to do that?
Can you help me to add a 2nd action?
Proydoha
Posts: 70
Joined: Thu Jan 21, 2016 2:25 am

Re: Polydoors

Post by Proydoha »

Okay. For example like this:
Special on left line of the polyobject: Polyobject Start Line
Special on bottom line of the polyobject: Polyobject Door Slide

Spaceshiporion
Posts: 55
Joined: Sun Dec 03, 2023 6:58 pm

Re: Polydoors

Post by Spaceshiporion »

Proydoha wrote: Wed Dec 06, 2023 2:40 am Okay. For example like this:
Special on left line of the polyobject: Polyobject Start Line
Special on bottom line of the polyobject: Polyobject Door Slide
aaaah I see! I was using a grate in my wip, so I had to ad some vertices to make it work like that.
Thank you! I've been stuck on that for days now.
Spaceshiporion
Posts: 55
Joined: Sun Dec 03, 2023 6:58 pm

Re: Polydoors

Post by Spaceshiporion »

There's just one last question, and it's probably gonna be the dumbest one...

When I tag the line as "Impassable", I cannot pass the area, even after raising the grate.
Is there another checkbox I need to click?
You do not have the required permissions to view the files attached to this post.
Proydoha
Posts: 70
Joined: Thu Jan 21, 2016 2:25 am

Re: Polydoors

Post by Proydoha »

Polyobjects have infinite height, you can't walk over or under a polyobject with impassible lines. You make one if you want something to slide horizontally.
Putting Door Raise on it will solve nothing.
User avatar
ramon.dexter
Posts: 1556
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Polydoors

Post by ramon.dexter »

Or use 'walkable middle texture' instead of 'impassable'...
Spaceshiporion
Posts: 55
Joined: Sun Dec 03, 2023 6:58 pm

Re: Polydoors

Post by Spaceshiporion »

You are all HEROES.
I finally got the door to work the way I wanted.
My first custom map is pretty much done now.

Thank you all so much.

Return to “Mapping”