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A Control-Z Tutorial
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SLIDING "STAR TREK"-STYLE DOORS

NOTE: Please refer to the stdoor.map and its five
area steps when working through this tutorial. If
you play the map you will start out in the final
working area (#5).

   The horizontal ("Star Trek") sliding door is a
little more complicated than the vertical sliding
("Doom"-style) door, but that only means that it is
much more satisfying when you get it to work. If you
follow the procedures listed below, and utilize the
area steps in the stdoor.map file, you should have a
horizontal sliding door working in no time.

1. In 2D mode, Make a room with two indentations for a 
doorway (as seen in working area #1 in stdoor.map).

2. Divide the doorway into a separate sector, and realign
the doorway walls to accept the future sliding doors (as
seen in working area #2 in stdoor.map).

3. Place the cursor on the far left section of the lefthand
doorway area and press the letter <K> key. This will turn
the white line blue. Repeat the procedure for the far right
section of the righthand doorway area, except press the letter
<K> key twice to toggle the color to green. A third toggle of
the <K> key will return the line to white. (As seen in working
area #3 in stdoor.map).

NOTE: A BLUE LINE = FOWARD MOTION, A GREEN LINE = REVERSE MOTION

4. Place the cursor beside the newly colored blue line, hold the left
<Alt> key, and press the <F6> key. This will bring up the Trigger/Channel
dialog menu for the wall. Type and toggle in the following input:

Type 0 : Normal
TX ID: 100 (or any number of your choice specific to each set of doors)
Cmd  3 : Toggle

Send when:
x  going on
x  going off

Trigger On:
x  push

Press the left <Enter> return key to lock in your data. This will create a
small red box on your line that reads "Normal:100".

Repeat EXACTLY for the green line. 

Next, place two more points on both the blue and green lines. This will
divide the lines into three parts, automatically updating the small red
"Normal:100" box in each part. (Please refer to working area #4 in stdoor.map)

5. Now, drag the two new points of the blue line out to just beyond the door
frame. This will become your lefthand sliding door. Texture them according
to your specifications. NOTE: you may want move the surround walls back and
away to texture the sides of the door, and then align them squarely when you
are finished. You may or may not have to recolor the lines back to blue 
using the <K> key.

Repeat the procedure for the green lined area (drag, texture, align).You may 
have to recolor the lines back to green here as well using the <K> key.


Next, place your cursor in the middle of the door frame sector and hold
the left <Alt> key and press the <F5> key. This will bring up the Trigger/
Channel dialog menu for the sector. Type and toggle the following input:

Type 614 : Slide Marked

RX ID : 100 (or a number coinciding with the previously entered TX ID)

Trigger Flag:
x  Interruptable

OFF->ON:
busyTime = 20
x  waitTime = 30

ON->OFF:
busyTime = 20

NOTE: you may want to experiment with the BUSY and WAIT times to
regulate the door movement according to your needs.

After typing and toggling the input, press the left <Enter>
return key. This will create a blue arrow.

Position the arrow point up against the center of the lefthand door's
blue line (you may have to move the line back a bit to position the
arrow correctly and then realign it). Position the tail of the arrow in
the EXACT center of the doorway sector (this is where the two sliding doors
are going to come together). (Please refer to working area #5 in stdoor.map)

Finally, place a SOUND EFFECT sprite (#2520) in the doorframe sector and
give it the following input:

Type 709 : Sector SFX

Data1: 106
Data2: 160
Data3: 106
Data4: 160


Save your map, and exit. You now have a horizontal 
sliding "Star Trek" door!


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Tutorials and Sample Maps By Control-Z
(Craig Duckett - Seattle, WA - June 20, 1997)


