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View Full Version : Help with creating remote doors (and possibly lifts)


Calamity
August 24th, 2004, 05:44 AM
I've been deligently working on remaking a map I had started before my computer reformatted. I've pretty much got everything set up nicely except in one room I'm going to have a remote door set to trigger when you pick up the blue key, only problem is I can't seem to figure out how to get the door to open.

I've tried using WADauthor but after I make the local door and try to set up the tags for the platform to trigger it open nothing happens. And even Doom builder but I think they use a different method for creating the door then starting with a door and altering the tags, either way I tried the tag deal with them too and nothing worked. My question is would someone mind giving me a little help with figuring out how to get the situation to work?

I also put lifts in the title because I wanted to know if there's any tips I should have on making those as well.


Thanks guys :)

Arzca85
August 24th, 2004, 07:40 AM
So you want the door to open when player enters the platform? In that case, you must set an action to the linedef what player must enter in order to start the sequence, and linedef must use the same tag as door sector.

Line what player should walk over in order to activate the door must have an action, for example: "109 W1 Door Open Stay (fast)" W1 means that player must walk over it. . And tag is 1 for example.

The sector what acts as a door must have the same tag as the linedef what activates the door, simple. :D

And what comes to the elevators, you must define a linedef action to the line you want the elevator to be activated from, like "62 SR Lift Lower Wait Raise", now set a tag to the linedef, and finally, the sector must have the same tag as the line you want the elevator to be activated from. This is how to make basic elevator.

I never used Wad Author though, mostly Doom Builder.

You can also take a look at Id's maps, that'll help out.

Correct me if I missed something.

Calamity
August 24th, 2004, 07:59 AM
I'm going to give it a shot in a little bit then. I really appreciate your help cause now I hopefully won't need to curse out my map and continue on with the wad. :P

Gu-X
August 28th, 2004, 06:28 PM
I've been having trouble with triggers lately I set a linedef with sector tag 1 and a door with tag1 and set them both to Opening. Yet sometimes it dosent register that they are supposed to work together, any ideas?

iori
August 28th, 2004, 07:47 PM
In practice, you link a linedef (the switch/walkacross/gun) with a sector. The action on the sector does not matter in this case, only the action on the line. when choosing a linedef action,

W1 - walk over once
WR - walk over repeatedly
S1 - switch once
SR - switch repeatedly
G1 - shoot once
GR - shoot repeatedly

So for that remote door you want to open by grabbing the blue key, you will want to use a W1 open door stay type most likely. now you have to make it so the player walks over a line when grabbing the key. Tag the blue key line and the door sector (make sure the door sector ceiling is the same height as the door sector floor, and both sides of the door have an upper texture), and give the walk over line a type of '2' (W1: open). Now when you walk over that line once, the remote door will open and stay open.

Lifts are handled the same way, and are easy once you've been mapping for a bit. Make the sector you want the lift to be in, and the adjacent top and bottom floors. Lifts usually start at the top, and lower, wait for about 4 seconds, and raise again. So make your lift's floor the same height as the top floor. You can activate the lift the same way as that blue key example, or make a switch in the wall and use the SR lower lift type. You'll most likely want the lift to be able to be activated again and again, so use the 'R' type rather than the '1'. Remember you can use the lift itself as a switch (tag the side of the left with the lift sector, then you can lower the lift upon pressing it.

You'll really want to look at idsoftware's maps to get an idea and feel for this, and lifts and remote doors can be found in map01 of doom2 for example.

Hope that helps. I strongly suggest that new mappers take a look at the Doom Builder editing guide whether using Doom Builder or not, at Dr. Sleep's Doom Apothecary (ftp://drsleep@server1.thefourwinds.net/data/dbguidep.exe).

Calamity
August 28th, 2004, 08:58 PM
Thanks a lot guys. I was having a little bit of trouble keeping the lift to be the right size so that the player could ride it up without bonking their head and forcing it back down. :P Then I had to figure out that the room I had made so too big for the switch texture so there ended being two (very happily fixed). I've got the triggers down pact now and I especially appreciate the initials being explained because WadAuthor doesn't so I would pretty much just randomly pick something (probably why it wouldn't work ;)).

I have it now set up to make my maps with WadAuthor and any triggers that I have to setup will be done in Doom Builder. The guide for that one really is quite handy. Now to figure out XWE or Wintex. :P

i dont use iddqd
September 11th, 2004, 04:59 PM
heh ... well this thread helped me.... i made a remote door on my first try... then i tried a teleporter.... it was groovy :) .... but.... i still dont know how to change the music/sprites/textures .... but i guess thats for another thread :)