Hosted at the Duke Nukem Repository
Navigate InfoSuite
Hosted At

Link to DNR
Advanced Effects - Doors - D1 : Teeth Door

Teeth Door

Teeth Doors are similar to Ceiling Doors except they have prongs (teeth) inside of them. Teeth Doors open by raising the door and prongs up to the ceiling, and they close by lowering the door and prongs to the floor. These doors were not used in the game, and they have some minor problems. To avoid these problems, link the door to a switch (as in this demonstration), and never interrupt the door while it's closing by stepping under it (or else the prongs will become slightly offset).


Create the door sector. Place as many prong sectors as you'd like inside the door. Most Teeth Doors are constructed reasonably larger than an average door.

Tag the door sector [Channel,29] (do not tag the prong sectors). Place an S[Channel,22] inside each of the prongs. Place the following sprites within the door sector: A[0,Channel], M[DoneSound,MovingSound] (S[Delay,10]).

Texture the door's frame, and press O on each wall of the frame to orientate them to the floor (this forces them to remain motionless while the door operates). Temporarily lower the prongs and texture them, then raise them back up to the ceiling. This next bit is sort of complicated. When the door is operated, the prongs will move much faster than the door itself. You will need to lower all of the prong floors by a particular amount of units. I have devised an exact algorithm to deduce this specific value: (DoorHeight / 4) + DoorHeight + 2.25. DoorHeight is the height of the door in PGUP/PGDN units. The solution to this formula is how many times you must press PGDN on each prong floor. Unless you use Mapster32, just round off the remaining decimal values.

Temporarily lower the door and texture both sides of it. If you want the door to be initially open, raise the prong and door ceilings to 1 unit below the surrounding ceiling (as in the image). If you want the door to be initially closed, lower the prongs as deep into the ground as they go, and lower the door's ceiling to the floor.

Place either a switch tagged [ActivationSound,Channel], or else a T[NumberOfActivations,Channel]. NumberOfActivations is how many times the Touchplate will activate the Teeth Door (0 being infinite).




Return to top