aleksa6 Posted December 1, 2006 I tried to make a map once using doom builder, and a funny thing happened. I opened a door and the walls started to rise! :D! How do I fix that? 0 Share this post Link to post
Hobbs Posted December 1, 2006 We can only help you figure out the problem, and not just guess, if we could see the map in question, or at least the relevant bits. 0 Share this post Link to post
Bucket Posted December 1, 2006 You have to give the sector a unique tag number. 0 Share this post Link to post
Hobbs Posted December 1, 2006 D type doors do not need to be tagged bucket, and the line ignore sector tags altogether last I checked 0 Share this post Link to post
Bungleist Posted December 1, 2006 You mean the walls at the sides of the door? You need to set the lower unpegged linedef flag on them. 0 Share this post Link to post
aleksa6 Posted December 1, 2006 Actually, you open the door and all the walls begin to rise. All the walls. I could give you the wad to check it out. Funny stuff :D! 0 Share this post Link to post
hawkwind Posted December 1, 2006 Do you mean the doortracks ? The smaller length sides of your door rectangle? If so flag the doortrack linedefs lower unpegged. 0 Share this post Link to post
CODOR Posted December 1, 2006 Sounds like you used an S-type linedef. As Bucket mentioned these need a unique tag otherwise it'll affect all sectors with tag 0 (which from the sounds of things, in your map is all sectors). But go with what HobbsTiger1 said and switch to D-type linedefs, which will only open the sector behind them... 0 Share this post Link to post
printz Posted December 1, 2006 Beware not to set D-type door specials on door tracks! The game, at least as vanilla Doom, will crash. It even happens under original Doom 2, Level 6: 'The Crusher,' inside the Red-Key door. Proverbially don't try this at home. 0 Share this post Link to post
aleksa6 Posted December 2, 2006 ... I have no clue what's going on. I coppied the door from the original doom wad and I still have that problem. 0 Share this post Link to post
hawkwind Posted December 2, 2006 What exact linedef action did you give the line which opens the door? Did you give this line a tag number? Did you tag the door sector with this same tag number ? 0 Share this post Link to post
hawkwind Posted December 3, 2006 The tag number must be the same for both the activating line and the affected sector. i.e. Door. Also, using DoomBuilder in Standard Linedefs, you will notice the various ways a line can be activated. Note D = Door ( do not tag ).This is for both the activating line and the door sector i.e. 0. 0 Share this post Link to post