CreateMapDoor
Places one of the game’s doors on the level - it opens, closes and locks for everyone.
The game’s own door with one of its door models: players open and close it with the use key, and the server keeps its state like a
level door’s - the same functions take it by its key (SetDoorState, GetDoorState, SetDoorCheck, SetDoorKey,
OnPlayerUseDoor), and it is a door to GetNearestDoor, GetDoorPosition, GetLevelDoors and /objectinfo. Locked, it
has a keyhole on both sides, whichever way it faces: the mode’s key (SetDoorKey), a lockpick or the mode’s word opens it. It is
a map object like a placed mesh (moved and deleted with SetMapObject / DeleteMapObject, persist as theirs); its params
are "model [locked]".
Syntax
Section titled “Syntax”CreateMapDoor(x, y, z [, opts])| Parameter | Type | |
|---|---|---|
x |
number | metres - the door’s hinge |
y |
number | metres |
z |
number | metres; below 0 = on the ground |
opts |
table | model (one of the game’s doors, "objects/characters/assets/doors/lvl3_door_f_left.cdf"), locked (it starts locked; false), and CreateMapObject’s yaw, layer, group, persist (optional) |
Returns
Section titled “Returns”number, string - the door’s id and its key ("KcdMp_map_" .. id); nil and the reason
Example
Section titled “Example”local id, key = CreateMapDoor(1290, 1102.5, -1, {yaw = 90, locked = true})SetDoorState(key, false, true)See also
Section titled “See also”SetDoorState · SetDoorKey · GetNearestDoor · GetMapObject · the The server’s map group of the index
