I've been trying Doombuilder on and off for a while now, and it's clear I need a lot more help than previously anticipated.
All I wanted was a door/wall to lower rather than raise, but I just can't seem to figure out which action to use.
ideally the switch opens a door, and then the switch lowers into the ground with the same action.
I got the advice from other posts I found to lower the door instead (so I can reuse the sector tag, I assume)
I tried a ton of actions, but only "Door open" seems to actually move anything to anywhere.
This seems so basic I wonder if anyone has like a recommended beginner set of instructions I can look up.
Kind of a dumb question about lowering doors
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Re: Kind of a dumb question about lowering doors
try using platform instead of door.just have it lower instead of raise
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Re: Kind of a dumb question about lowering doors
The solution is to use the "Lower Unpegged" action for doorssolitaire, along with appropriate scripting techniques to achieve the desired effect in custom maps.
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Re: Kind of a dumb question about lowering doors
You mean a door that is split horizontally across the middle, the bottom half of which goes down, and the top half of which goes up?
The solution is not to use the "LowerUnpegged action for doors". That is not even an action, it's a line flag. That looks like an AI bot response. LowerUnpegged can be used to stop doortraks moving on normal doors. So, I suspect an "AI" has found that answer and incorrectly applied it to this query.
Keeping an eye on JoshuaDFortney!
Aaaanyway, if you want a split door like I described, it can be done with ACS scripting. The switch runs a script that triggers a door and a platform special on the same sector at the same time.
The example attached should show how to do it.
Note the tiny little sectors I added at the sides of the door. These are entirely optional. When both the ceiling and the floor move, there is no way to prevent the doortrak moving. (LowerUnpegged should be used on the doortrak of a normal door to prevent the trak moving.) With a split door like this, you are limited to making it move up with the the door, or down with the platform, but never not moving. However, if you put a tiny little sector in there to create a gap between the door and the doortrak, a player is unlikely to notice the gap, but it prevents the doortrak from moving.
The script is very simple, but I have commented it for clarity.
The solution is not to use the "LowerUnpegged action for doors". That is not even an action, it's a line flag. That looks like an AI bot response. LowerUnpegged can be used to stop doortraks moving on normal doors. So, I suspect an "AI" has found that answer and incorrectly applied it to this query.
Keeping an eye on JoshuaDFortney!

Aaaanyway, if you want a split door like I described, it can be done with ACS scripting. The switch runs a script that triggers a door and a platform special on the same sector at the same time.
The example attached should show how to do it.
Note the tiny little sectors I added at the sides of the door. These are entirely optional. When both the ceiling and the floor move, there is no way to prevent the doortrak moving. (LowerUnpegged should be used on the doortrak of a normal door to prevent the trak moving.) With a split door like this, you are limited to making it move up with the the door, or down with the platform, but never not moving. However, if you put a tiny little sector in there to create a gap between the door and the doortrak, a player is unlikely to notice the gap, but it prevents the doortrak from moving.
The script is very simple, but I have commented it for clarity.
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Re: Kind of a dumb question about lowering doors
Pillar_Open is good too, but I prefer the method I posted because of the auto-closing that behaves like a normal door. If that isn't needed, then the Pillar one might be easier.