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:
Type | Conversion | Trigger |
---|---|---|
![]() | Door_Close (tag, 16) | Player Cross |
![]() | Door_Close (tag, 16) | Player Use, Repeatable |
![]() | Door_Close (tag, 16) | Player Use |
![]() | Door_Close (tag, 16) | Player Cross, Repeatable |
![]() | Door_Close (tag, 64) | Player Cross, Repeatable |
![]() | Door_Close (tag, 64) | Player Cross |
![]() | Door_Close (tag, 64) | Player Use |
![]() | Door_Close (tag, 64) | Player Use, Repeatable |
See also
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