Doors

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Object

All single button doors behave the same if their Switch ID is -1, it's permanently unlocked. If it has a value, then a button or switch with the same Switch ID will unlock it. If the switch is a floor panel, that object can be set so that a player must remain on it for it to remain pressed which would then in turn apply to the door.

For multi-button doors, each switch/button must be activated in order for the door to become unlocked. The switch ID of the door should match the first button of the series and each additional button should increment from that ID (example: 3 Button Door's switch ID 15, it's 3 corresponding buttons would have Switch ID values of 15, 16, and 17).

ID List:

  • (072) Teleporter Door
  • (086) Lab Teleporter Door
  • (128) Forest Door
  • (193) Caves 4-Button Door
  • (194) Caves Normal Door
  • (206) Caves Switch Door
  • (256) Mines Door
  • (258) Mines Switch Door
  • (324) Ruins 1 Door
  • (325) Ruins 3 Door
  • (326) Ruins 2 Door
  • (327) Ruins 1 1-Button Door
  • (328) Ruins 2 1-Button Door
  • (329) Ruins 3 1-Button Door
  • (330) Ruins 4-Button Door
  • (331) Ruins 2-Button Door
  • (402) Spaceship Door
  • (416) Temple Normal Door
  • (427) Temple 4-Button Door
  • (448) Spaceship 4-Button Door
  • (514) CCA Door
  • (516) Big CCA Door
  • (545) Seabed Door 1
  • (546) Seabed Door 2 (Always Open)
  • (699) Lab Glass Window Door

Parameters

Generic Arguments

  • Skin - Value = A value from above ID List, object ID. Defines this object as a door. Do not change.
  • Unknown
  • Unknown
  • ID - Identifying ID for the object, not necessary to change.
  • Appear Flag - ID group for hide/unhide.
    • All objects with a non 0 value are hidden, when an unhide operation with the provided parameter this object will appear (in addition to all other objects with the same value).
  • Map Section - Room ID the enemy is in.
  • Unknown
  • Position X - X coordinate in reference to the center of the room.
  • Position Y - Y coordinate in reference to the center of the room.
  • Position Z - Z coordinate in reference to the center of the room.
  • Rotation X - Rotation on the X-Axis of the button object (Rotation Values)
  • Rotation Y - Rotation on the Y-Axis of the button object (Rotation Values)
  • Rotation Z - Rotation on the Z-Axis of the button object (Rotation Values)

Unique Arguments

  • (1) Scale X - X-Axis Scaling
  • (2) Scale Y - Y-Axis Scaling
  • (3) Scale Z - Z-Axis Scaling
  • (4) Switch ID - Switch ID of the button, or the first Switch ID in the series.
  • (5) Switch Total - Total number of switches/buttons for door.
  • (6) Switch Mode - Does door remain unlocked after switches have been pressed.
    • -1 = Don't use for single button doors. For multi-button doors, forces door to stay unlocked after all buttons pressed.
    • 0 = Use for single button doors. For multi-buttons doors, this door will relock after any associate buttons stops being pressed.