Door_Close

Lowers the ceiling of all affected sectors to the floor. If tag is 0, then the sector on the line's back side is used.

10:Door_Close (tag, speed, lighttag)

  • tag: Tag of affected sector
  • speed: How quickly the door closes
  • lighttag: Tag of sector to perform a gradual lighting effect in

If lighttag is non-zero a gradual lighting effect is done in the tagged sectors. The light is gradually changed between the darkest neighboring sector when the door is fully closed and the brightest neighboring sector when the door is fully open.

Examples

This script activates a trap of closing a door with tag 12, darkens sector 13 to its original value, colorises sectors 13 and 14 (the room) to dark red and plays an ambient sound.

script 1 (void)
{
  Door_Close(12, 32, 13);
  Sector_SetColor(13, 200, 50, 50, 0);
  Sector_SetColor(14, 200, 50, 50, 0);
  AmbientSound("EvilLaugh", 127);
}

Conversions from linedef types

The following Doom map format types can be converted as Door_Raise:

TypeConversionTrigger
Doom 3: W1 Door CloseDoor_Close (tag, 16)Player Cross
Doom 42: SR Door CloseDoor_Close (tag, 16)Player Use, Repeatable
Doom 50: S1 Door CloseDoor_Close (tag, 16)Player Use
Doom 75: WR Door CloseDoor_Close (tag, 16)Player Cross, Repeatable
Doom 107: WR Door CloseDoor_Close (tag, 64)Player Cross, Repeatable
Doom 110: W1 Door CloseDoor_Close (tag, 64)Player Cross
Doom 113: S1 Door CloseDoor_Close (tag, 64)Player Use
Doom 116: SR Door CloseDoor_Close (tag, 64)Player Use, Repeatable

See also

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