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
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.
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:
| Type |
Conversion |
Trigger
|
Doom 2: W1 Door Stay Open |
Door_Open (tag, 16) |
Player Cross
|
Doom 31: D1 Door Stay Open |
Door_Open (0, 16, tag) |
Player Use
|
Strife 31: D1 Door Stay Open |
Door_Open (0, 16, tag) |
Player Use, Monsters Activate
|
Doom 46: GR Door Stay Open |
Door_Open (tag, 16) |
Attack Hit, Missile Cross, Monsters Activate, Repeatable
|
Doom 61: SR Door Stay Open |
Door_Open (tag, 16) |
Player Use, Repeatable
|
Doom 86: WR Door Stay Open |
Door_Open (tag, 16) |
Player Cross, Repeatable
|
Doom 103: S1 Door Stay Open |
Door_Open (tag, 16) |
Player Use
|
Doom 106: WR Door Stay Open Fast |
Door_Open (tag, 64) |
Player Cross, Repeatable
|
Doom 109: W1 Door Stay Open Fast |
Door_Open (tag, 64) |
Player Cross
|
Doom 112: S1 Door Stay Open Fast |
Door_Open (tag, 64) |
Player Use
|
Doom 115: SR Door Stay Open Fast |
Door_Open (tag, 64) |
Player Use, Repeatable
|
Doom 118: D1 Door Stay Open Fast |
Door_Open (0, 64, tag) |
Player Use
|