Lüt
YA-HA

Posts: 12323
Registered: 05-00 |
OK... I can't help with the scripting, but I can help with a different trick - there's a way you can make "solid" windows, and I'd recommend using that instead of things.
You have to put an invisible barrier either right in front of or preferably right behind the window.
Look at this image.
The colors of the lines are drawn to match what they'd look like on the Doom automap. Everything that is shaded with colored pixels is a sector: the ones that are totally black aren't part of the level. The Cyan pixels (light-blue ones on the top and bottom) are your regular rooms. The area inbetween the top and bottom rooms will be your window. As you can see, it requires 3 sectors in the forcefield area to make this effect.
Let's say your room (cyan pixels) has a CEILING=128 and a FLOOR=0. The dark-brown walls on the top and bottom of this forcefield area will be where you place the fuzzy forcefield textures.
Behind them, the sector with the blue pixels will have a CEILING=128 and a FLOOR=0, just like the room. This will be the center of the forcefield (or behind, depends where you place the field).
The next sector in, with the purple pixels, will have a CEILING=512 and a FLOOR=0.
Then finally, the last sector in the center will have a CEILING=512 and a FLOOR=511.
DO NOT TEXTURE ANY WALLS EXCEPT THE ONES WITH THE FORCEFIELD!!
What this does: if you leave the wall textures off the other inner sectors, Doom will cover them up with the ceilings and floors of the first sector, marked with the blue pixels. The center floor which is raised into the ceiling acts as the impassible barries, since the projectiles and bullets will be hitting a solid wall, even though the wall doesn't show.
Sorry for the bad explanation of how it works, but that's how it works.
Now in your case, what you can do is have the script lower that floor instantly to open the forcefields, and raise it back to it's original height instantly to close the forcefields. It's important you have it raise to 1 pixel below the ceiling height instead of the actual ceiling height so that you don't get a HOM effect.
I guess you could put one of these in front and one behind the forcefield as well. They only need to take up 3 pixels of space anyways, so it's not a space-eating problem.
|