ClumsyCryptid Posted May 2, 2015 I'm fiddling around with UDMF in GZDoomBuilder, and half of the doors I have work, and the other half do not. I've tried various methods to troubleshoot, but none of them have yielded favorable, or preferred results. Here's a handy link to those who can check my issues, and give me a rundown of whats happening, and why my doors are malfunctioning. https://www.dropbox.com/s/bexj5irzp2t4ulz/BioHell.wad?dl=0 Edit: I prefer to have the doors in this map be bump to open rather than use. There's a lift that's not acting as a lift and is simply lowering to the activated floor, and not moving back up. Edit 2: Using custom textures too. So a lot of missing texture placements abound. 0 Share this post Link to post
boris Posted May 2, 2015 Both sides of your door have to have a special that opens the door. DB2/GZDB has a door creator built in (highlight or select a sector and press Shift-D), which is a good start. After using that you can just modify the line specials to your liking. 0 Share this post Link to post
scifista42 Posted May 2, 2015 Doors are always activated by linedefs with door specials. All the linedefs must be set up properly: -Correct action. Generic Door, or Door Open, etc etc. Check ZDoom wiki to learn correct usage of each particular action. -Correct parameters. Tag, speed, delay etc. For example, door with Speed = 0 will obviously not move, because it will move 0-fast. -Correct way of activation. "Player presses use", or "Player bumps", and/or "Repeatable action" (if you want it to be repeatable), etc. -Correct orientation. Pressable / bumpable walls must always be directed towards the player who tries to activate them. Linedef's front side is indicated by the short line in the middle of a linedef. 0 Share this post Link to post