I've been trying to design my first level in Ultimate DOOM Builder through a UDMF format, and tried to design a section where the player would trigger the opening of several monster closets after walking over it to collect a red key. After realising that the original action chosen (Action 11 - Door Open) shuts if a player walks over the original walls that hid the monster closets, thusly softlocking them, I tried to shift every linedef involved to Door Generic whilst specifying that they had to remain open. However, when doing so, it broke the trigger, severing any ties it had to the other linedefs involved. I have no clue how this happened, and my attempts to find a potential solution to it have all broadly been in vain. Do any solutions exist?
Question
JadedFanatic
I've been trying to design my first level in Ultimate DOOM Builder through a UDMF format, and tried to design a section where the player would trigger the opening of several monster closets after walking over it to collect a red key. After realising that the original action chosen (Action 11 - Door Open) shuts if a player walks over the original walls that hid the monster closets, thusly softlocking them, I tried to shift every linedef involved to Door Generic whilst specifying that they had to remain open. However, when doing so, it broke the trigger, severing any ties it had to the other linedefs involved. I have no clue how this happened, and my attempts to find a potential solution to it have all broadly been in vain. Do any solutions exist?
Share this post
Link to post
0 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.