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Build: Doors
Both the Front Entry Door and the Level 1 Entry Door are fully implemented.
Front Entry Door
The front entry door is made up of 11 blocks.
entry_door_frame
entry_door_core
entry_door_1
entry_door_2, and through entry_door_9.
These are all individually animated blocks.
This should be animated with command blocks in accordance with the original dungeon’s sequence, ideally using the /setblock command along with delays in each command block for timing — unless you have your own personal preferred method.
First the 9 frame blocks, followed by the core, and then all 9 of the door blocks in the center (replacing the core).
See all of the blocks in action here. https://youtu.be/5v_4oRmEto0
Level 1 Door
The level 1 door is an entity. It has a hitbox 2 blocks below the rendered door texture. This is to allow water streams to open and close the doors without interfering with the physical dungeon.
It should be placed using the /summon command, at the direct center of a block. Again, the rendered texture will appear 2 blocks above where you summon the door. This location should then be manipulated with water, on top of honey, much like in the original game.
This command may look like: /summon bridge:decked_out_lvl1_door 11.50 90 12.50. You can make this easier by standing on the block that you intend to summon it on, looking down, and using tab-autocomplete to get the coordinates, and then changing the decimals of the coordinates to .50.
Note that the second half of the door will need to be rotated 180 degrees from the first half. So, if you didn’t rotate the first half, the second half might look like /summon bridge:decked_out_lvl1_door 13.50 90 12.50 180. Or, both parts may be rotated, so you may have the halves rotated by 90 and 270 degrees.
This may take some trial and error, but I assure you that it will work. See it in action here. https://youtu.be/kiShzB4v9tU