Swinging Doors
|
Start by making two sectors, attached to each other by a single wall. Make one
of the sectors bigger than the other, with clearance on either side of the red
line as pictured. The top sector must be taller than the red line, so that
when the door swings open, it has room.
|
|
|
Insert a vertice somewhere in the middle of the red line. Start drawing a
sector from one of the corners of the smaller room, touching the larger room.
We want to make a penisula sector inside the larger room. Make at least four
sides for now. Finish this penisula sector on the vertice you inserted on
the red line. Make the sector big enough so that you can place sprites and
change tiles & heights easily. You'll want to shrink the sector down when
it's finished to the appropriate size of a door, but for now give yourself
some room to work. I've made the top sector rather small for graphic-size
constraints. You should make the sector large enough to accomodate the
swinging door; ie the longest wall of your door should be shorter than the
room you have allocated for the door to swing into.
|
|
|
Drag the vertice you inserted earlier (on the red line) to the corner you used
as the starting point (pivot) of your penisula, so that the vertice will be deleted.
It is critcal that only one of the vertices of our door sector share the
point with another sector. We had to insert the vertice on the red line
earlier because the BUILD editor won't allow you to use that corner vertice
again. It's just a little caveat.
|
|
|
Insert a SE within our door sector. Change that SE lotag to 11,
which is for Rotate Sector Door. Assign a unique Swinging door hitag
to the SE. Multiple SE-11 with the same hitag will all open, or rotate, at
the same time. This is useful for double doors. Change the sector lotag
to 23.
|
|
|
Turn off Tag Display by hitting CTRL-T, so that you can see the angle of the
sprite better. Switch over to 3d mode and set your tiles and floor/ceiling
heights of the door sector accordingly. The entire sector will rotate, both
ceiling and floor. Set the door sector ceiling to the same height as its
parent sector's ceiling if you want to see just the lower part move when
playing. Switch back to 2d mode and Turn off grid lock by hitting 'L'.
Move the vertices of your door to fit the width of your opening, like the
picture below. Insert two vertices, really close to the pivot point. I've
marked them with little green arrows here. These points will stop the tile
squishing that occurs when our door is rotated open. Build takes all of the
points of our door sector and rotates them around the SE-11. Well, any
points attached to permanent walls will rotate with the door as well, messing
up the tile alignment.
|
|
You can overlap red lines and other vertices here because the door sector
only shares that single point. Also move the SE to the very corner, or pivot
point. Look at the angle of the SE by noting the line coming from the sprite's
circle point. If the line is extending upwards from the circle, the door will
rotate counter-clockwise. If the line is extending downwards, the door will
rotate clockwise (the BUILDHLP file has it backwards). Insert a MusicAndSFX
sprite within the door sector. Change the MSFX hitag and lotag
to 165, a nice door-sound. The MSFX hitag is for the door closing, the MSFX
lotag is for the door opening.
|