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# Polyobjects

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I am utterly confused when it comes to polyobjects. I've read so many tutorials, but I just can't seem to figure them out (and I desperately want to have some polyobject doors for this Medieval Castle wad).

Help!

You have probably already done this, but it is much easier to learn by ripping apart other peoples levels which have done something similar to what you are trying to do than it is to simply read about it.

Zpack and KDiZD are full of polyobjects, just to name a couple.

swinging and sliding doors

Make certain that the anchor and start spots are aligned.

And the Golden Rule of polyobjects is, that as the polyobject moves, it may not cross into another sector.

Kappes Buur said:

swinging and sliding doors

Make certain that the anchor and start spots are aligned.

And the Golden Rule of polyobjects is, that as the polyobject moves, it may not cross into another sector.

In Hexen and ZDoom ;)

Quasar said:

In Hexen and ZDoom ;)

You mean polyobjs are fixed in Doomsday and Vavoom? :D

Ok I seem to have figured it out, just about.

However I am still having problems. Could someone check my example wad and tell me where I'm going wrong?

http://www.mediafire.com/?tz2fmm9thri

As you will see in the wad I'm trying to make a standard swinging door that you see in an everyday house. It opens, but it just looks wrong. When you enter the door it seems to vanish?

Help would and advice would greatly be appreciated.

You did not heed the Golden Rule.

The sector, in which the polyobject moves, must be large enough so that the polyobject does not cross into another sector.

Or, put another way, it may not cross a linedef.

revised layout

 I just noticed that the longer linedef has a different movement angle than the shorter linedefs. Thats a bit disconcerting.

It all makes perfect sense now!

Thank you VERY much!