There are two methods of
making doors. The first uses a sliding sector bulit into the map in the LED. The
second uses an object which is moveable. I will refer to the latter as Gates
rather than Doors. Most Gates in the game use the 'Portcullis' type object.
Doors need carefull construction in the LED. A simple one
would be a doorway split into three sectors. The middle sector will be the
sliding part. The outer two form the frame. A sliding sector needs to ajoin one
sector only or you get weird stuff happening. Remember this if you want to make
double doors. Each half should match it's own outer sector. Don't be tempted to
bridge the two halves with one big outer sector. You can arch the outer sectors,
but keep the sliding part square. You will need a set of coords from some point
within the slide sector.
Time for a new file. puertas.py (There is a
source file Doors.py). Exec in cfg.py as per usual.
The first sound is played while the door is sliding. Second
is the clunk at the end.
Now create the door:
# assign the sounds you defined above
You will see that there are a lot of parameters associated
with a door.
From the top you have the individual name "Door1".
you have the coords of the sector in ()s.
Next another () with three args
0,1,0. This sets the direction the door will slide. 0,1,0 makes it slide up from
closed position. 0,0,1 would make it slide sideways along the Y axis. 1,0,0
along the X axis. Making the 1 negative in each case will make it go in the
opposite direction along the same axis. (No, you can't make them go
The next arg '500' is the amount that will be left
sticking out when the door is closed. The next is the dimension of the sector on
the axis the door is set to slide along. In this case 6 LED units which
translates to 6000 in the script.
The last is fairly obvious. Doors.CLOSED
means the door is created closed. Put Doors.OPENED (not OPEN) and it will be
created in the open position.
Below are more settings (not all of which I
Ignore the first Doors.UNIF (Always use this).
sets the speed it will open.
o_med_displ .To get this value, subtract the
amount you set above to have sticking out when open from the dimension of the
sector you also set above. 6000-500=5500.
Ignore the Doors.AC
two with the prefix c are the same as the ones with prefix o
but they do the
same jobs when the door closes.
It may seem all very confusing at this
point but stick with it.
The code that
handles the doors is very powerful and can make them do all sorts of things, but
for the mo use the above code as a template.
Before doing anything else,
load the map and go to your door. It should be shut. Have a good look from both
sides and see if you notice any weird effects.
A word about textures here. It is
tricky to assign textures to doors. Even if you align the texture with OGL
veiver before making the slide part, you will find that the texture can move
when the door code is applied. A bit of guesswork is usually needed.
If all is well you now need a means of opening it.
Usual method is a lever and the usual lever is the familiar
A lever has two parts: the plate and the stick. You need only get
coords for the plate. The lever is made automatically when you apply the lever
data. For accuracy, you should ideally use the Entity Browser to get a good
placement, but for now we will use 'dead reckoning.
On your .mp file, place you
cursor on the wall roughly where you want the lever and note the XY coords. You
need it about 1 meter up from the floor. For Orientation use
(0.5,0.5,0.5,-0.5) # to face west (0.5,0.5,-0.5,0.5) #
east (0.0,0.0,0.5,-0.5) # north (0.707,0.707,0.0,0.0)# south
want it diagonal, you really need the EBrowser. btw. if you look carefully there
are some oily dribbles on the plate. Keep these going down to get it the right
way up. The stick part will operate in the wrong direction otherwise.
So you have the individual name of the lever, the type of
lever, the coords of the plate and the Orientation of the plate.
The last arg,
0.8 is for the scale. BUT as far as I can tell this is not used. All the levers
will be scale 1.0. However, the syntax demands that a value must be put here, so
leave it as it is and forget it.
The mode affects how the lever
operates. 1 will make it spring back, set to 0 and it will stay down when
Next, the open/close functions are assigned. Define these in
You will notice that you can put in arguments to be passed
with the function if you want. Having said that I have yet to find an example in
the game where this is used. You can probably omit these two
OK. You should now be able to open and close your door. Don't be downhearted if it doesn't work first time. Doors are quite
complex and lots of things can go wrong.
If you use other levers, you will have to put the type in
the Levers.LeverType3 bit.
LeverType3 is the "Zocalo3" type
LeverType1 is the "Zocalo1" LeverType2 is the
"Zocalo2" LeverTypeFloor is the "ZocaloSuelo" # not used in game, but they do
work. LeverTypeSnake is the "ZocaloSerpiente" # not used in game and I have
never tried them.