Echarin Posted March 1, 2004 I need to have a linedef with an action that opens a door. I need the door to open when the player walks over the line, but I also want the door to open when the player walks over the line with the back side of the linedef facing him. So the action only works if the player walks over the line from (example) the right, but not if he walks over it from the left. 0 Share this post Link to post
ukiro Posted March 1, 2004 Echarin said:I need to have a linedef with an action that opens a door. I need the door to open when the player walks over the line, but I also want the door to open when the player walks over the line with the back side of the linedef facing him. So the action only works if the player walks over the line from (example) the right, but not if he walks over it from the left. You could set this up with dummy sectors and 2 extra lines quite easily. 0 Share this post Link to post
netnomad312 Posted March 1, 2004 ...or you could just have another line that does the same thing 2 units away from the first line, only facing the opposite way. No dummy sectors required. :-P 0 Share this post Link to post
ukiro Posted March 1, 2004 netnomad312 said:...or you could just have another line that does the same thing 2 units away from the first line, only facing the opposite way. No dummy sectors required. :-P Oh, I think I misread the original post... my suggestion is valid if you want to make sure a line only triggers when moving across it in one direction. 0 Share this post Link to post
Echarin Posted March 1, 2004 ukiro said:Oh, I think I misread the original post... my suggestion is valid if you want to make sure a line only triggers when moving across it in one direction. That's exactly what I'm trying to do. Player enters room, nothing happens. Player exits room, door opens behind player to reveal a monster. Now how exactly do I do that? 0 Share this post Link to post
DaniJ Posted March 1, 2004 Which port is it for? I don't know much about other ports but Doomsday's XG can do this. Simply activate the line when you enter then when you walk out it will be triggered. 0 Share this post Link to post
ukiro Posted March 1, 2004 Echarin said:That's exactly what I'm trying to do. Player enters room, nothing happens. Player exits room, door opens behind player to reveal a monster. Now how exactly do I do that? A door in doom is a sector which ceiling raises to 8 pixels below the lowest adjacent ceiling. The key here are those last 3 words - Lowest Adjacent Ceiling. So when walking over the line the first time, there sould be a sector connected to the door sector, preferrably through a dummy sector construction, that has its ceiling at the same height as the starting ceiling height for the door. This means that when the door opening line is triggered, the door won't move as it's already as "open" as it can get. While the player is in the room, he crosses a line or activates a switch that raises the ceiling of the dummy sector. When the door opening line is then triggered the next time, the door can open since the lowest adjacent ceiling is now much higher. This will work for any port. 0 Share this post Link to post
netnomad312 Posted March 2, 2004 Yep... that'll work. It's 4 units, though, I think. I once did a trick like that... but it involved a switch. First time you go through, the door next to the switch opens and you can proceed... second time, door barely moves, and instead a door opens behind you revealing enemies... while you're busy back there the dummy sector's ceiling rises again so the door opens next time. 0 Share this post Link to post
Ichor Posted March 2, 2004 The only problem is that there would be a door sound with no door opening, which may confuse some people (they may look for a door they think has opened but really hasn't yet). Now, if there was some way to mask the until you want the door open... 0 Share this post Link to post
ukiro Posted March 2, 2004 Ichor said:The only problem is that there would be a door sound with no door opening, which may confuse some people (they may look for a door they think has opened but really hasn't yet). Now, if there was some way to mask the until you want the door open... With a properly constructed dummy you can make it silent. That way it won't make a sound when it *does* open either, but then you'll at least be greeted by the discovery sounds of the monsters unleashed in the trap. 0 Share this post Link to post
Ichor Posted March 2, 2004 That's what I was thinking. I've never actually tried making a silent door (never needed to), but I've seen it done before. 0 Share this post Link to post
ukiro Posted March 2, 2004 Ichor said:That's what I was thinking. I've never actually tried making a silent door (never needed to), but I've seen it done before. I accidentally made one just yesterday, so it's at least possible in zdoom :-) 0 Share this post Link to post
Szymanski Posted March 2, 2004 Silent doors are pretty easy, the 10sectors wad is full of them 0 Share this post Link to post