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yuri04
Green Marine


Posts: 37
Registered: 08-11


how can i create an invisible wall so that the monsters on the other side can't see or hear me? thanks

Old Post 12-11-13 23:41 #
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vdgg
MM2 maniac


Posts: 1465
Registered: 08-07


Oh yes, I'd like to know the experts' answer as well. Plutonia MAP04 has it done this way: a sector 1-unit high (ceiling=normal, floor=ceiling-1) between the player side and the monster side. The walls have no textures. "Block sound" flags. But I read somewhere that it's not very elegant solution...

Old Post 12-12-13 00:01 #
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Obsidian
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Posts: 2016
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Self-referencing sectors work as well, but you need to be a bit more careful with those to avoid glitchery.

Old Post 12-12-13 00:15 #
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Ribbiks
Senior Member


Posts: 1092
Registered: 02-11


do you want to be able to shoot through the wall? if no then action 242 is probably the most elegant solution if you're mapping for any boom-compat port.

Old Post 12-12-13 01:46 #
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GreyGhost
Why don't I have a custom title by now?!


Posts: 8130
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Editing the REJECT lump with RMB is another option.

Old Post 12-12-13 01:48 #
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yuri04
Green Marine


Posts: 37
Registered: 08-11



Obsidian said:
Self-referencing sectors work as well, but you need to be a bit more careful with those to avoid glitchery.


i've tried making one but everytime i edit the linedefs the surrounding sectors disappear

Old Post 12-15-13 19:59 #
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Joe667
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Posts: 216
Registered: 07-13



yuri04 said:
I've tried making one, but every time I edit the Linedefs the surrounding sectors disappear.


Same here.

Old Post 12-15-13 21:17 #
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plums
Senior Member


Posts: 1000
Registered: 08-13


There's a good tutorial on transparent doors here:
http://www.doomworld.com/tutorials/fx5.php

A transparent wall is basically the same, except you don't need to worry about textures or control sectors.

Here's a quick one I just made:
http://www.mediafire.com/download/7...isible_wall.wad

http://i.imgur.com/vn2Zu1r.png
For some reason DB doesn't like to draw the middle door/wall sector, so I joined it with that square so that it's easy to edit. Probably not strictly required.

Also note that I used BSP-W32 to build nodes, didn't try the others but I always use that one for any weird sector effects.

In case you want the exact process I used:
* Draw the sector outlines, set heights, other normal stuff.
* Join the middle invisible wall sector to the control square.
* Make sure the two thin sectors between the big rooms and the invisible wall are separate sectors, otherwise sound will carry through the wall.
* Make it so that the lowest numbered linedef in the invisible wall sector was on one of the 1s linedefs - the "door track", if it were a door. You can see I split a line and dragged some vertices around to the top get this.
* Change the sector reference of the "door track" linedefs to be one of the adjacent sectors. Doesn't seem to matter which one?
* Change the floor and ceiling height of the invisible wall to be 1.

Also if you're not making a vanilla-compatible level, use linedef 242 like Ribbiks said, it's much less hacky.

Last edited by plums on 12-15-13 at 23:12

Old Post 12-15-13 23:04 #
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