chebmaster Posted July 26, 2023 Proper elevator cabins that only move after their sliding doors have closed properly, do not break if doors are blocked and their doors seem to move with them (they really don't, the inner doors are infinite height polyoblects with lower unpegged. The outer doors are finite height polyobjects, two pairs per cabin, polyobject explicit line + walkable midtex. After R&D for my mod for EDAY I managed to develop these. First pain and frustration, then ease and understanding... Then I suddenly realized it could still feel like advanced stuff to someone. Let it be here, just one more way to make elevators. Note that you can do it MUCH easier if you agree to have their doors normally closed and don't min non-negotiable door closing delay... Me, I went full manual control because i needed elevators with doors normally open. Unable to rely on PolyWait() for doors closing (because it would wait til they open again -- forever) and unable to use Polyobj_Move() either (because they stop if blocked and then your elevator is rekt) I had to invoke Polyobj_DoorSlide() with infinite delay, then monitor polyobject's actual position in a loop until all four were fully closed, then break their doorly cycle with Polyobj_Stop(). Thatnks to UDMF, the comments are embedded in the map itself, in sectors, things and lines. As well as detailed comments in the script source. Only requires Doom2.wad. Runs in zandronum 3.0, uses ACS scripting. chelevators.zip 4 Share this post Link to post