Mechadon
Senior Member

Posts: 1787
Registered: 12-06 |
Ok I decided to stop being lazy and make you a test map.
http://mekworx.phenomer.net/mekastu...lockingtest.wad
Since I wasn't 100% sure if a self-referencing sector would work or not (as I hardly have a need for a see-thru yet totally blocking wall), I decided to test it out to make sure it'd work.
Turns out it doesn't really work, heh. Well, it doesn't work in Chocolate Doom or PrBoom+, but it does work in ZDoom (I'm assuming because things are infinitely tall in the those ports but not ZDoom). Also as I was thinking, if you pull the floor all the way up to the ceiling, you'll get a HOM (not good). But there's still a way to do it.
If you'll look in the test map, there are two chambers. The one on the left blocks everything BUT sounds while the one on the right is just using an impassible line. All I did was put a 128px high wall right next to the midtexture grate and then remove all of it's textures. Pretty simple actually, though it has drawbacks. You don't want the player to be able to view the top of the "blocking" invisible sector or you'll get a massive flat bleed. You can get around this in numerous way though, such as making the floor be 1px away from the ceiling height. However if you want to have flying monsters be able to fly over the "blocking" wall, you'll have to leave enough space for them. To showcase that, I put in two Caco demons in each chamber; both will wake up, but the one of the left is the only one that can fly over the midtexture/blocking wall. So as I said, it's a tad bit limited, but it gets the job done provided it works out for your situation.
So this blocks thing movements, projectiles, and hitscans. It won't block sounds though (I set the monsters to "deaf") so they'll only wake up via sight. Unfortunately the Doom map format doesn't provide a way to sounds/sight/projectiles/hitscans on a single linedef. The only way you can do it, that I'm aware of, is to use the method I described. There might be other, more hacky ways to do it...but you'll have to ask someone else besides me if so. If your using a more advanced map format (eg. ZDoom, UDMF), there are probably flags that you can use to block all of those things you want.
Hope that helps!
*edit*
Vordakk pretty much beat me to the punch, heh. I forgot about sound blocking lines though (I never use those either, oddly enough). Use those and that should pretty much solve all of your problems.
Last edited by Mechadon on 11-11-11 at 07:44
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