Door_Open

Raises the ceiling of all affected sectors to four units below the lowest surrounding ceiling. If tag is 0, then the sector on the line's back side is used.

11:Door_Open (tag, speed, lighttag)

  • tag: Tag of affected sector
  • speed: How quickly the door opens
  • 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.

Conversions from linedef types

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

TypeConversionTrigger
Doom 2: W1 Door Stay OpenDoor_Open (tag, 16)Player Cross
Doom 31: D1 Door Stay OpenDoor_Open (0, 16, tag)Player Use
Strife 31: D1 Door Stay OpenDoor_Open (0, 16, tag)Player Use, Monsters Activate
Doom 46: GR Door Stay OpenDoor_Open (tag, 16)Attack Hit, Missile Cross, Monsters Activate, Repeatable
Doom 61: SR Door Stay OpenDoor_Open (tag, 16)Player Use, Repeatable
Doom 86: WR Door Stay OpenDoor_Open (tag, 16)Player Cross, Repeatable
Doom 103: S1 Door Stay OpenDoor_Open (tag, 16)Player Use
Doom 106: WR Door Stay Open FastDoor_Open (tag, 64)Player Cross, Repeatable
Doom 109: W1 Door Stay Open FastDoor_Open (tag, 64)Player Cross
Doom 112: S1 Door Stay Open FastDoor_Open (tag, 64)Player Use
Doom 115: SR Door Stay Open FastDoor_Open (tag, 64)Player Use, Repeatable
Doom 118: D1 Door Stay Open FastDoor_Open (0, 64, tag)Player Use
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