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Making indoor doors work

  • 143
    Posts
    11
    Years
    • Seen Jun 11, 2021
    So I'm having a little bit of a problem. Doors work just fine in outdoor maps, but when I try to use doors in indoor maps, it just doesn't want to work at all. When used on solid walls, I just get stuck in the door, even if a free space tile is placed on the second or third layer. When I use it on a passable tile, however, the door doesn't automatically open and push me forward like it does on outdoor maps. This is very frustrating and I was wondering if anyone else had this problem.
     
    I think your problem is due to the wall not being passable and just putting a door on top. The player must walk into the tile for the door to work. Try removing the section of the wall where you plan to use the door so only the door occupies that space. Any layer is fine. Let us know how it goes.
     
    That didn't exactly do any good. I spawn on top of the door, but it doesn't automatically open and push me down one step like it should.
     
    It would help more if we could see the event and the map. Did you copy and paste a door event? That would work. Like I said before. There cannot be any other tiles on the space with the door. Not even a tile of the door. Just the event that contains the door picture. There is simply no reason that should not work.

    If you still have problems take a picture of the event so we can help you further.
     
    [PokeCommunity.com] Making indoor doors work

    This is what the event looks like. It's supposed to make the door open animation play and move me one step forward, but instead...
    [PokeCommunity.com] Making indoor doors work

    It does this. Even when there's a free moving tile under the door.
     
    Where does the door lead? A different map, or a different part of the same map (which looks like another room)? If the latter, then the second page of the door event won't run - it's only evaluated when the map loads, but the map has already been loaded because you were already on it before you entered the door.

    There are a few solutions. Either put the rooms in separate maps, or make one door change its partner's self switch A when it transfers the player to the partner door. Or various other rewrites of the events.
     
    Where does the door lead? A different map, or a different part of the same map (which looks like another room)? If the latter, then the second page of the door event won't run - it's only evaluated when the map loads, but the map has already been loaded because you were already on it before you entered the door.

    There are a few solutions. Either put the rooms in separate maps, or make one door change its partner's self switch A when it transfers the player to the partner door. Or various other rewrites of the events.
    That worked! Thanks a lot! This makes things a lot less stressful!
     
    I ran into this problem before. My solution was to loop through the events in the map and set all the temporary switch "A"'s back off at the end of the exit event. That way, all of the events would re-evaluate their second pages properly. That way, you don't need to pair doors or rewrite the door events.

    Just putting that out there as one solution for any future Googlers.
     
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