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2. Triggerable Linedef Types

2.1 Triggers

A linedef trigger is always activated in one of three ways - pushing on the first sidedef of the linedef, walking over the linedef, or shooting the linedef with an impact weapon (fists, chainsaw, pistol, shotgun, double barreled, or chaingun).

Linedefs activated by pushing on them come in two varieties. A manual linedef affects the sector on the second sidedef of the line pushed. A switched linedef affects all sectors that have the same tag field as the linedef that was pushed.

Nearly all switched, walkover, and gun linedefs operate on the sectors with the same tag as that in the tag field of the linedef.

Some linedefs are never activated per se, but simply create or control an effect through their existence and properties, usually affecting the sectors sharing the linedef's tags. There are also a few special case like line-line teleporters and exit linedefs that do not affect sectors.

Some linedefs are only triggerable once, others are triggerable as many times as you like.

Triggering types are denoted by the letters P, S, W, and G for manual(push), switched, walkover, and gun resectively. Their retriggerability is denoted by a 1 or R following the letter. So the triggering types for linedefs are: P1 PR S1 SR W1 WR G1 GR

Other documents on Doom editing, and many Doom editors, follow the same or a similar convention. The main variation that you may see is D1 and DR instead of P1 and PR (D for "Door", because this is the most common use of such lines - the Boom editing reference also incorrectly used these abbreviations in several places, when they meant P1, PR).

Often linedef actions depend on values in neighboring sectors. A neighboring sector is one that shares a linedef in common, just sharing a vertex is not sufficient.

In DOOM only one action on a sector could occur at a time. PrBoom supports one floor action, one ceiling action, and one lighting action simultaneously.

2.2 Doors

A door is a sector, usually placed between two rooms, whose ceiling raises to open, and lowers to close. A door is fully closed when its ceiling height is equal to its floor height. A door is fully open when its ceiling height is 4 less than the lowest neighbor ceiling adjacent to it.

A door may be set to an intermediate state initially, or thru the action of a linedef trigger that affects ceilings or floors. In general the door is passable to a monster or a thing when its ceiling is at least the monster or thing's height above the floor.

If a door has a ceiling height ABOVE the fully open height, then an open door action moves the ceiling to the fully open height instantly. If a door has a ceiling height BELOW the fully closed height (that is the ceiling of the door sector is lower than the floor of the door sector) a close door action moves the ceiling to the fully closed height instantly.

There are 4 styles of door mechanism:

Open, Wait, Then Close

On activation, door opens fully, waits a specified period, then closes fully.

Open and Stay Open

On activation, door opens fully and remains there.

Close and Stay Closed

On activation, door closes fully, and remains there.

Close, Wait, Then Open

On activation, door closes fully, waits a specified period, then opens fully.

In the tables below, we denote these four mechanisms by odc, o, c, cdo respectively.

A door can be triggered by pushing on it, walking over or pressing a linedef trigger tagged to it, or shooting a linedef tagged to it. These are called manual, walkover, switched, or gun doors resp.

Each door trigger can also have a number of other properties:

Calculating Generalised Door Types

There are two generalised linedef types for doors.

Line types between 0x3c00 and 0x4000 are simple doors. Within this range, the exact value determines the properties of the door; these are the fields:


field
description # of bits Mask Shift
trigger W1/WR/S1/SR/G1/GR/P1/PR 3 0x0007 0
speed slow/normal/fast/turbo 2 0x0018 3
kind odc/o/cdo/c 2 0x0060 5
monster n/y 1 0x0080 7
delay 1/4/9/30 (secs) 2 0x0300 8

Line types between 0x3800 and 0x3c00 are locked doors. Within this range, the exact value determines the properties of the door; these are the fields:


field
description # of Bits Mask Shift
trigger W1/WR/S1/SR/G1/GR/P1/PR 3 0x0007 0
speed slow/normal/fast/turbo 2 0x0018 3
kind odc/o 1 0x0020 5
lock any/rc/bc/yc/rs/bs/ys/all 3 0x01c0 6
sk=ck n/y 1 0x0200 9

Note that only the open door types are available for locked doors, and that monsters can never open them.

rc = red card, bc = blue card, ys = yellow skull etc. "any" and "all" mean that any key or all the keys, respectively, are needed to unlock. If the "sk=ck" field is set to 1, then the distinction between skull and card keys is dropped; it is effectively assumed that if you have one key, you have all keys of that colour.

Misc

Any door function except Close and Stay Closed, when closing and encountering a monster or player's head will bounce harmlessly off that head and return to fully open. A Close and Stay Closed will rest on the head until it leaves the door sector.

Since a push door (P1/PR) has no use for its tag (since it always affects only the sector on its second sidedef), BOOM and MBF have used its tag for another purpose. In PrBoom, when a push door is opened or closed, any sectors tagged to the pushed linedef will have their lighting adjusted as the door moves. When the door is fully open, they will be set to maximum neighbor lighting; when fully closed, to minimum neighbor lighting. When partly open, their light level should be set in between. The idea is that as a door opens, such tagged sectors should change light level smoothly.

Note that this behavior is in common with MBF, but is different from BOOM and possibly other ports supporting BOOM's linedef extensions. There is a compatibility flag in MBF and PrBoom which emulated BOOM's behavior. It is not possible to set this flag from a PWAD in PrBoom.

2.3 Floors

This section covers line types which cause simple floor movements - the floor moves from its old height to a new height, either instantaneously, or moving at a steady speed. There are various properties which a floor movement has:

If a floor moving toward its destination height encounters an obstacle, it waits until the obstacle is removed (unless the obstacle is crushable and the floor is crushing).

Floor Targets

There are various ways of choosing the target floor level. These are listed below; first, some generalities.

Two sectors are considered neighbours if they share a linedef (i.e. the linedef has two sidedefs, one in each sector).

Some target types don't depend on the direction. In these cases, if the direction is "wrong", i.e. the new floor level is in the opposite direction to that specified, then the floor moves instantaneously to the target level. In this case, the normal speed of the trigger is ignored, and I think no crushing is performed and no obstacles are considered. I should check.

Most of the target types either implicitely or explicitely depend on their direction, so the direction is never "wrong", and they always move at the specified speed (not instantaneously).

After each target type, I give a short mneumonic for it in brackets, which is used in the tables later.

Lowest Neighbor Floor (LnF)

This means that the floor moves to the height of the lowest neighboring floor including the floor itself.

Next Neighbor Floor (NnF)

This means that the floor moves up to the height of the lowest adjacent floor greater in height than the current, or down to the height of the highest adjacent floor less in height than the current, as determined by the floor's direction.

Lowest Neighbor Ceiling (LnC)

This means that the floor height changes to the height of the lowest ceiling possessed by any neighboring sector, including that floor's ceiling.

8 Under Lowest Neighbor Ceiling (8uLnC)

This means that the floor height changes to 8 less than the height of the lowest ceiling possessed by any neighboring sector, including that floor's ceiling.

Highest Neighbor Floor (HnF)

This means that the floor height changes to the height of the highest neighboring floor, excluding the floor itself. If no neighbor floor exists, the floor moves down to -32000.

8 Above Highest Neighbor Floor (8aHnF)

This means that the floor height changes to 8 above the height of the highest neighboring floor, excluding the floor itself. If no neighbor floor exists, the floor moves down to -31992.

Ceiling

The floor moves up until its at ceiling height, instantly if floor direction is down.

24 Units (24)

The floor moves 24 units in the floor action's direction.

32 Units (32)

The floor moves 32 units in the floor action's direction.

512 Units (512)

The floor moves 512 units in the floor action's direction.

Shortest Lower Texture (SLT)

The floor moves the height of the shortest lower texture on the boundary of the sector, in the floor direction. In the case that there is no surrounding texture the motion is to -32000 or +32000 depending on direction.

None

Some pure texture type changes are provided for changing the floor texture and/or sector type without moving the floor.

Texture/Sector changing

A floor action can be a texture change type, in which case after the action the floor texture of the affected floor, and possibly the sector type of the affected floor, are changed, to those of a model sector. The sector type may be zeroed instead of copied from the model, or not changed at all. These change types are referred to below as Tx (texture only), Tx0 (type zeroed), and TxTy (texture and type changed).

There are two ways of choosing the model sector:

To clarify, these are the steps used by the numeric model:

Calculating Generalized Floor Types

Line types between 0x6000 and 0x8000 are floor types. Within this range, the exact value determines the properties of the floor trigger; these are the fields:


field
description # of Bits Mask Shift
trigger W1/WR/S1/SR/G1/GR/P1/PR 3 0x0007 0
speed slow/normal/fast/turbo 2 0x0018 3
model trig/numeric -or- nomonst/monst 1 0x0020 5
direct down/up 1 0x0040 6
target HnF/LnF/NnF/LnC/C/sT/24/32 3 0x0380 7
change nochg/Tx0/Tx/TxTy 2 0x0c00 10
crush no/yes 1 0x1000 12

When change is nochg, model is 1 when monsters can activate the line, otherwise monsters cannot activate it. When change is not nochg, the model field determined the method of determining the model sector.

2.4 Ceilings

This section covers line types which cause simple ceiling movements - the floor moves from its old height to a new height, either instantaneously, or moving at a steady speed. There are various properties which a ceiling movement has:

If a floor moving toward its destination height encounters an obstacle, it waits until the obstacle is removed (unless the obstacle is crushable and the floor is crushing).

Ceiling Targets

There are various ways of choosing the target ceiling height. These are listed below; first, some generalities, the same as for floors.

Two sectors are considered neighbours if they share a linedef (i.e. the linedef has two sidedefs, one in each sector).

Some target types don't depend on the direction. In these cases, if the direction is "wrong", i.e. the new ceiling level is in the opposite direction to that specified, then the ceiling moves instantaneously to the target level. In this case, the normal speed of the trigger is ignored, and I think no crushing is performed and no obstacles are considered. I should check.

Most of the target types either implicitely or explicitely depend on their direction, so the direction is never "wrong", and they always move at the specified speed (not instantaneously).

After each target type, I give a short mneumonic for it in brackets, which is used in the tables later.

Next Neighbor Ceiling (NnC)

This means that the ceiling moves up to the height of the lowest adjacent ceiling greater in height than the current, or to the height of the highest adjacent ceiling less in height than the current, as determined by the ceiling's direction. If no such ceiling exists, the ceiling does not move.

Lowest Neighbor Ceiling (LnC)

This means that the ceiling height changes to the height of the lowest ceiling possessed by any neighboring sector, NOT including itself. If no adjacent ceiling exists the ceiling moves to 32000 units.

Highest Neighbor Floor (HnF)

This means that the ceiling height changes to the height of the highest neighboring floor, excluding the ceiling's floor itself. If no neighbor floor exists, the ceiling moves down to -32000 or the ceiling's floor, whichever is higher.

Floor

The ceiling moves down until its at floor height.

8 Above Floor (8aF)

This means that the ceiling height changes to 8 above the height of the ceiling's floor.

24 Units (24)

The ceiling moves 24 units in the ceiling action's direction.

32 Units (32)

The ceiling moves 32 units in the ceiling action's direction.

Shortest Upper Texture (SUT)

The ceiling moves the height of the shortest upper texture on the boundary of the sector, in the ceiling direction. In the case that there is no surrounding texture the motion is to -32000 or +32000 depending on direction.

Texture/Sector changing

A ceiling action can be a texture change type, in which case after the action the ceiling texture of the affected ceiling, and possibly the sector type of the affected sector, are changed to those of a model sector. The sector type may be zeroed instead of copied from the model, or not changed at all. These change types are referred to below as Tx (texture only), Tx0 (type set to 0), and TxTy (texture and type copied from model).

There are two ways of choosing the model sector:

To clarify, these are the steps used by the numeric model:

Calculating Generalized Ceiling Types

Line types between 0x4000 and 0x6000 are floor types. Within this range, the exact value determines the properties of the floor trigger; these are the fields:


field
description # of Bits Mask Shift
triggerW1/WR/S1/SR/G1/GR/P1/PR 3 0x0007 0
speed slow/normal/fast/turbo 2 0x0018 3
model trig/numeric -or- nomonst/monst 1 0x0020 5
direct down/up 1 0x0040 6
target HnC/LnC/NnC/HnF/F/sT/24/32 3 0x0380 7
change nochg/zero/txtonly/type 2 0x0c00 10
crush no/yes 1 0x1000 12

When change is nochg, model is 1 when monsters can activate the line, otherwise monsters cannot activate it. When change is not nochg, the model field determined the method of determining the model sector.

2.5 Platforms (Lifts)

A platform is basically a floor action involving two heights. The simple raise platform actions, for example, differ from the corresponding floor actions in that if they encounter an obstacle, they reverse direction and return to their former height.

The most often used kind of platform is a lift which travels from its current height to the target height, then waits a specified time and returns to it former height.

Platform Targets

Lowest Neighbor Floor

This means that the platforms "low" height is the height of the lowest surrounding floor, including the platform itself. The "high" height is the original height of the floor.

Next Lowest Neighbor Floor

This means that the platforms "low" height is the height of the highest surrounding floor lower than the floor itself. If no lower floor exists, no motion occurs as the "low" and "high" heights are then both equal to the floors current height.

Lowest Neighbor Ceiling

This means that the platforms "low" height is the height of the lowest surrounding ceiling unless this is higher than the floor itself. If no adjacent ceiling exists, or is higher than the floor no motion occurs as the "low" and "high" heights are then both equal to the floors current height.

Lowest and Highest Floor

This target sets the "low" height to the lowest neighboring floor, including the floor itself, and the "high" height to the highest neighboring floor, including the floor itself. When this target is used the floor moves perpetually between the two heights. Once triggered this type of linedef runs permanently, even if the motion is temporarily suspended with a Stop type. No other floor action can be commanded on the sector after this type is begun.

Ceiling

This target sets the "high" height to the ceiling of the sector and the "low" height to the floor height of the sector and is only used in the instant toggle type that switches the floor between the ceiling and its original height on each activation. This is also the ONLY instant platform type. There are just two extended line numbers which provide this type, 211 (SR - repeatable switch) and 212 (WR - repeatable walk trigger).

Raise Next Floor

This means that the "high" height is the lowest surrounding floor higher than the platform. If no higher adjacent floor exists no motion will occur.

Raise 24 Units

The "low" height is the original floor height, the "high" height is 24 more.

Raise 32 Units

The "low" height is the original floor height, the "high" height is 32 more.

Properties of Platforms

Calculating Generalized Platform Types

Line types between 0x3400 and 0x3800 are platform types. Within this range, the exact value determines the properties of the crusher trigger; these are the fields:


field
description # of Bits Mask Shift
trigger W1/WR/S1/SR/G1/GR/P1/PR 3 0x0007 0
speed slow/normal/fast/turbo 2 0x0018 3
monster n/y 1 0x0020 5
delay 1/3/5/10 (secs) 2 0x00c0 6
target LnF/NnF/LnC/LnF<->HnF(perp.) 2 0x0300 8

Other Platform line types

There are 4 line types provided which stop currently moving platforms:


#
Type Trigger
182 Ext SR
163 Ext S1
89 Reg WR
54 Reg W1

There are just a small number of testure change platform types available, as regular and extended line types. They are all slow, not triggerable by monsters, with 0 delay. They are:


#
Type Trigger Texture change Target
66 Reg SR Tx Raise 24 Units
15 Reg S1 Tx Raise 24 Units
148Ext WR Tx Raise 24 Units
143Ext W1 Tx Raise 24 Units
67 Reg SR Tx0 Raise 32 Units
14 Reg S1 Tx0 Raise 32 Units
149Ext WR Tx0 Raise 32 Units
144Ext W1 Tx0 Raise 32 Units
68 Reg SR Tx0 Raise Next Floor
20 Reg S1 Tx0 Raise Next Floor
95 Reg WR Tx0 Raise Next Floor
22 Reg W1 Tx0 Raise Next Floor
47 Reg G1 Tx0 Raise Next Floor

2.6 Crushers

A crusher ceiling is a linedef type that causes the ceiling to cycle between its starting height and 8 above the floor, damaging monsters and players that happen to be in between. Barrels explode when crushed.

A crusher has a speed: slow, normal, fast, or turbo. The slower the speed, the more damage the crusher does when crushing, simply thru being applied longer. When a slow or normal crusher is moving down and encounters something to crush, it slows down even more, by a factor of 8. This persists until it reaches bottom of stroke and starts up again. Fast and turbo crushers do not slow down.

A crusher can be silent. The regular silent crusher makes platform stop and start noises at top and bottom of stroke. The generalized silent crusher is completely quiet.

Calculating Generalized Crusher Types

Line types between 0x2f80 and 0x3000 are crusher types. Within this range, the exact value determines the properties of the crusher trigger; these are the fields:


field
description # of Bits Mask Shift
trigger W1/WR/S1/SR/G1/GR/P1/PR 3 0x0007 0
speed slow/normal/fast/turbo 2 0x0018 3
monster n/y 1 0x0020 5
silent n/y 1 0x0040 6

Stopping crushers

Once a crusher ceiling is started it remains running for the remainder of the level even if temporarily suspended with a stop type. No other ceiling action can be used in that sector thereafter.

Four linedefs are provided to stop a crusher in its current position. Care should be used that this doesn't lock the player out of an area of the wad if the crusher is too low to pass. A crusher can be restarted, but not changed, with any crusher linedef. The four types are:


Linedef type
Class Trigger
188 Ext SR
168 Ext S1
74 Reg WR
57 Reg W1

2.7 Stair Builders

A stair builder is a linedef type that sets a sequence of sectors defined by a complex rule to an ascending or descending sequence of heights.

The rule for stair building is as follows:

  1. The first step to rise or fall is the tagged sector. It rises or falls by the stair stepsize, at the stair speed, in the stair direction..
  2. To find the next step (sector) affected examine each two-sided linedef with first sidedef facing into the previous step in numerical order. For each such linedef if the sector on the other side is already active, or has already risen from this stair, the linedef is skipped. If textures are not ignored then any linedef with a different floor texture on its second side is also skipped. The next step to rise is the sector on the other side of the first linedef not skipped. If none exists, stair building ceases.
  3. The next step moves to the height of the previous step plus or minus the stepsize depending on the direction the stairs build, up or down. If the motion is in the same direction as the stairs build, it occurs at stair build speed, otherwise it is instant.
  4. Repeat step 2 until stair building ceases.

Stair builder properties

As a special exception to normal rules, the generalized retriggerable stairs alternate building up and down on each activation, which is much more useful than the default behaviour would be.

Only the regular build fast, stepsize 16 stair has the property that monsters and players can be crushed by the motion, all others do not crush.

Calculating Generalized Stair Types

Line types between 0x3000 and 0x3400 are stair types. Within this range, the exact value determines the properties of the stair trigger; these are the fields:


field
description # of Bits Mask Shift
trigger W1/WR/S1/SR/G1/GR/P1/PR 3 0x0007 0
speed slow/normal/fast/turbo 2 0x0018 3
monster n/y 1 0x0020 5
step 4/8/16/24 2 0x00c0 6
dir dn/up 1 0x0100 8
igntxt n/y 1 0x0200 9

2.8 Lighting

The lighting linedef types change the lighting in the tagged sector. All are regular or extended types, there are no generalized lighting types. All are switched or walkovers.

Lighting Targets

Lights to Minimum Neighbor

Each tagged sector is set to the minimum light level found in any adjacent sector. The tagged sectors are changed in numerical order, and this may influence the result.

Lights to Maximum Neighbor

Each tagged sector is set to the maximum light level found in any adjacent sector. The tagged sectors are changed in numerical order, and this may influence the result.

Blinking

Each tagged sector begins blinking between two light levels. The brighter level is the light level in the tagged sector. The darker level is the minimum neighbor light level, or 0 if all neighbor sectors have lighting greater than or equal to the sector's at the time of activation. The blinking is non-synchronous, beginning 1-9 gametics after activation, with a dark period of 1 sec (35 gametics) and a bright period of 1/7 sec (5 gametics).

35 Units

Each tagged sector is set to a light level of 35 units.

255 Units

Each tagged sector is set to a light level of 255 units.

Lighting Linedef Types


#
Class Trig Target
139 Reg SR 35 Units
170 Ext S1 35 Units
79 Reg WR 35 Units
35 Reg W1 35 Units
138 Reg SR 255 Units
171 Ext S1 255 Units
81 Reg WR 255 Units
13 Reg W1 255 Units
192 Ext SR Maximum Neighbor
169 Ext S1 Maximum Neighbor
80 Reg WR Maximum Neighbor
12 Reg W1 Maximum Neighbor
194 Ext SR Minimum Neighbor
173 Ext S1 Minimum Neighbor
157 Ext WR Minimum Neighbor
104 Reg W1 Minimum Neighbor
193 Ext SR Blinking
172 Ext S1 Blinking
156 Ext WR Blinking
17 Reg W1 Blinking

2.9 Elevators

An elevator is a linedef type that moves both floor and ceiling together. All elevator linedefs are extended, there are no regular or generalized elevator types. Instant elevator motion is not possible, and monsters cannot activate elevators. All elevator triggers are either switched or walkover.

Elevator Targets

Next Highest Floor

The elevator floor moves to the lowest adjacent floor higher than the elevator's floor, the ceiling staying the same height above the floor. If there is no higher floor the elevator doesn't move.

Next Lowest Floor

The elevator floor moves to the highest adjacent floor lower than the current floor, the ceiling staying the same height above the floor. If there is no lower floor the elevator doesn't move.

Current Floor

The elevator floor moves to the height of the floor on the first sidedef of the triggering line, the ceiling remaining the same height above the elevator floor.

Elevator Linedef Types


#
Class Trig Spd Target
230 Ext SR Fast Next Highest Floor
229 Ext S1 Fast Next Highest Floor
228 Ext WR Fast Next Highest Floor
227 Ext W1 Fast Next Highest Floor
234 Ext SR Fast Next Lowest Floor
233 Ext S1 Fast Next Lowest Floor
232 Ext WR Fast Next Lowest Floor
231 Ext W1 Fast Next Lowest Floor
238 Ext SR Fast Current Floor
237 Ext S1 Fast Current Floor
236 Ext WR Fast Current Floor
235 Ext W1 Fast Current Floor

2.10 Old Line Types

This section lists the old, traditional Doom and Boom linedef types for various actions. There is no rhyme nor reason to these numbers, this is just how they are. We're stuck with them for backward compatibility purposes, and because most level editors still use them. If you want to do clever stuff with lines yourself, don't use these - the only reason to use these in levels is for doom2.exe compatibility, or because your editor provides an easy interface for choosing from them.

See the preceeding sections for descriptions of how these work. Hopefully everything is self explanatory.

Doors


Linedef type
Class Trigger type Key Speed Wait Monsters Mechanism
1 Reg PR No Slow 4s Yes Open, Wait, Then Close
117 Reg PR No Fast 4s No Open, Wait, Then Close
63 Reg SR No Slow 4s No Open, Wait, Then Close
114 Reg SR No Fast 4s No Open, Wait, Then Close
29 Reg S1 No Slow 4s No Open, Wait, Then Close
111 Reg S1 No Fast 4s No Open, Wait, Then Close
90 Reg WR No Slow 4s No Open, Wait, Then Close
105 Reg WR No Fast 4s No Open, Wait, Then Close
4 Reg W1 No Slow 4s No Open, Wait, Then Close
108 Reg W1 No Fast 4s No Open, Wait, Then Close
31 Reg P1 No Slow -- No Open and Stay Open
118 Reg P1 No Fast -- No Open and Stay Open
61 Reg SR No Slow -- No Open and Stay Open
115 Reg SR No Fast -- No Open and Stay Open
103 Reg S1 No Slow -- No Open and Stay Open
112 Reg S1 No Fast -- No Open and Stay Open
86 Reg WR No Slow -- No Open and Stay Open
106 Reg WR No Fast -- No Open and Stay Open
2 Reg W1 No Slow -- No Open and Stay Open
109 Reg W1 No Fast -- No Open and Stay Open
46 Reg GR No Slow -- No Open and Stay Open
42 Reg SR No Slow -- No Close and Stay Closed
116 Reg SR No Fast -- No Close and Stay Closed
50 Reg S1 No Slow -- No Close and Stay Closed
113 Reg S1 No Fast -- No Close and Stay Closed
75 Reg WR No Slow -- No Close and Stay Closed
107 Reg WR No Fast -- No Close and Stay Closed
3 Reg W1 No Slow -- No Close and Stay Closed
110 Reg W1 No Fast -- No Close and Stay Closed
196 Ext SR No Slow 30s No Close, Wait, Then Open
175 Ext S1 No Slow 30s No Close, Wait, Then Open
76 Reg WR No Slow 30s No Close, Wait, Then Open
16 Reg W1 No Slow 30s No Close, Wait, Then Open
26 Reg PR Blue Slow 4s No Open, Wait, Then Close
28 Reg PR Red Slow 4s No Open, Wait, Then Close
27 Reg PR Yell Slow 4s No Open, Wait, Then Close
32 Reg P1 Blue Slow -- No Open and Stay Open
33 Reg P1 Red Slow -- No Open and Stay Open
34 Reg P1 Yell Slow -- No Open and Stay Open
99 Reg SR Blue Fast -- No Open and Stay Open
134 Reg SR Red Fast -- No Open and Stay Open
136 Reg SR Yell Fast -- No Open and Stay Open
133 Reg S1 Blue Fast -- No Open and Stay Open
135 Reg S1 Red Fast -- No Open and Stay Open
137 Reg S1 Yell Fast -- No Open and Stay Open

Floors


Type #
Class Trig DirSpd Chg ModelMonstCrush Target
60 Reg SR Dn Slow None-- No No Lowest Neighbor Floor
23 Reg S1 Dn Slow None-- No No Lowest Neighbor Floor
82 Reg WR Dn Slow None-- No No Lowest Neighbor Floor
38 Reg W1 Dn Slow None-- No No Lowest Neighbor Floor
177 Ext SR Dn Slow TxTyNumNo No Lowest Neighbor Floor
159 Ext S1 Dn Slow TxTyNumNo No Lowest Neighbor Floor
84 Reg WR Dn Slow TxTyNumNo No Lowest Neighbor Floor
37 Reg W1 Dn Slow TxTyNumNo No Lowest Neighbor Floor
69 Reg SR Up Slow None-- No No Next Neighbor Floor
18 Reg S1 Up Slow None-- No No Next Neighbor Floor
128 Reg WR Up Slow None-- No No Next Neighbor Floor
119 Reg W1 Up Slow None-- No No Next Neighbor Floor
132 Reg SR Up Fast None-- No No Next Neighbor Floor
131 Reg S1 Up Fast None-- No No Next Neighbor Floor
129 Reg WR Up Fast None-- No No Next Neighbor Floor
130 Reg W1 Up Fast None-- No No Next Neighbor Floor
222 Ext SR Dn Slow None-- No No Next Neighbor Floor
221 Ext S1 Dn Slow None-- No No Next Neighbor Floor
220 Ext WR Dn Slow None-- No No Next Neighbor Floor
219 Ext W1 Dn Slow None-- No No Next Neighbor Floor
64 Reg SR Up Slow None-- No No Lowest Neighbor Ceiling
101 Reg S1 Up Slow None-- No No Lowest Neighbor Ceiling
91 Reg WR Up Slow None-- No No Lowest Neighbor Ceiling
5 Reg W1 Up Slow None-- No No Lowest Neighbor Ceiling
24 Reg G1 Up Slow None-- No No Lowest Neighbor Ceiling
65 Reg SR Up Slow None-- No Yes Lowest Neighbor Ceiling - 8
55 Reg S1 Up Slow None-- No Yes Lowest Neighbor Ceiling - 8
94 Reg WR Up Slow None-- No Yes Lowest Neighbor Ceiling - 8
56 Reg W1 Up Slow None-- No Yes Lowest Neighbor Ceiling - 8
45 Reg SR Dn Slow None-- No No Highest Neighbor Floor
102 Reg S1 Dn Slow None-- No No Highest Neighbor Floor
83 Reg WR Dn Slow None-- No No Highest Neighbor Floor
19 Reg W1 Dn Slow None-- No No Highest Neighbor Floor
70 Reg SR Dn Fast None-- No No Highest Neighbor Floor + 8
71 Reg S1 Dn Fast None-- No No Highest Neighbor Floor + 8
98 Reg WR Dn Fast None-- No No Highest Neighbor Floor + 8
36 Reg W1 Dn Fast None-- No No Highest Neighbor Floor + 8
180 Ext SR Up Slow None-- No No Absolute 24
161 Ext S1 Up Slow None-- No No Absolute 24
92 Reg WR Up Slow None-- No No Absolute 24
58 Reg W1 Up Slow None-- No No Absolute 24
179 Ext SR Up Slow TxTyTrgNo No Absolute 24
160 Ext S1 Up Slow TxTyTrgNo No Absolute 24
93 Reg WR Up Slow TxTyTrgNo No Absolute 24
59 Reg W1 Up Slow TxTyTrgNo No Absolute 24
176 Ext SR Up Slow None-- No No Abs Shortest Lower Texture
158 Ext S1 Up Slow None-- No No Abs Shortest Lower Texture
96 Reg WR Up Slow None-- No No Abs Shortest Lower Texture
30 Reg W1 Up Slow None-- No No Abs Shortest Lower Texture
178 Ext SR Up Slow None-- No No Absolute 512
140 Reg S1 Up Slow None-- No No Absolute 512
147 Ext WR Up Slow None-- No No Absolute 512
142 Ext W1 Up Slow None-- No No Absolute 512
190 Ext SR -- ---- TxTyTrgNo No None
189 Ext S1 -- ---- TxTyTrgNo No None
154 Ext WR -- ---- TxTyTrgNo No None
153 Ext W1 -- ---- TxTyTrgNo No None
78 Ext SR -- ---- TxTyNumNo No None
241 Ext S1 -- ---- TxTyNumNo No None
240 Ext WR -- ---- TxTyNumNo No None
239 Ext W1 -- ---- TxTyNumNo No None

Ceilings


Type #
Class Trig DirSpd *Chg*MdlMonCrshTarget
43 Reg SR Dn Fast None -- No No Floor
41 Reg S1 Dn Fast None -- No No Floor
152 Ext WR Dn Fast None -- No No Floor
145 Ext W1 Dn Fast None -- No No Floor
186 Ext SR Up Slow None -- No No Highest Neighbor Ceiling
166 Ext S1 Up Slow None -- No No Highest Neighbor Ceiling
151 Ext WR Up Slow None -- No No Highest Neighbor Ceiling
40 Reg W1 Up Slow None -- No No Highest Neighbor Ceiling
187 Ext SR Dn Slow None -- No No 8 Above Floor
167 Ext S1 Dn Slow None -- No No 8 Above Floor
72 Reg WR Dn Slow None -- No No 8 Above Floor
44 Reg W1 Dn Slow None -- No No 8 Above Floor
205 Ext SR Dn Slow None -- No No Lowest Neighbor Ceiling
203 Ext S1 Dn Slow None -- No No Lowest Neighbor Ceiling
201 Ext WR Dn Slow None -- No No Lowest Neighbor Ceiling
199 Ext W1 Dn Slow None -- No No Lowest Neighbor Ceiling
206 Ext SR Dn Slow None -- No No Highest Neighbor Floor
204 Ext S1 Dn Slow None -- No No Highest Neighbor Floor
202 Ext WR Dn Slow None -- No No Highest Neighbor Floor
200 Ext W1 Dn Slow None -- No No Highest Neighbor Floor

Platforms

All these obsolete platform types do no texture change, and cannot be triggered by monsters.


Type #
Class Trig DelaySpd Target
181 Ext SR 3s Slow Lowest and Highest Floor (perpetual)
162 Ext S1 3s Slow Lowest and Highest Floor (perpetual)
87 Reg WR 3s Slow Lowest and Highest Floor (perpetual)
53 Reg W1 3s Slow Lowest and Highest Floor (perpetual)
62 Reg SR 3s Slow Lowest Neighbor Floor (lift)
21 Reg S1 3s Slow Lowest Neighbor Floor (lift)
88 Reg WR 3s Slow Lowest Neighbor Floor (lift)
10 Reg W1 3s Slow Lowest Neighbor Floor (lift)
123 Reg SR 3s Fast Lowest Neighbor Floor (lift)
122 Reg S1 3s Fast Lowest Neighbor Floor (lift)
120 Reg WR 3s Fast Lowest Neighbor Floor (lift)
121 Reg W1 3s Fast Lowest Neighbor Floor (lift)


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