j4rio Posted January 30, 2013 Is there any way to make monster block lines be passable (not work) for monsters that can fly (cacos, PEs, souls) for boom? Or some gimmickery to make that possible? Just curious. 0 Share this post Link to post
esselfortium Posted January 30, 2013 Make a thin sector (1 unit is fine) and lower its floor deep into the ground. Flying monsters will be able to cross over it, but land-bound monsters should be blocked by the dropoff. 0 Share this post Link to post
Ribbiks Posted January 30, 2013 cl9 though it's still possible to push monsters over the deep holes, or get them stuck on it, etc 0 Share this post Link to post
Enjay Posted January 30, 2013 esselfortium said:Make a thin sector (1 unit is fine) and lower its floor deep into the ground. Flying monsters will be able to cross over it, but land-bound monsters should be blocked by the dropoff. And, as an added bonus, if you want the "line" to become passable by walking enemies later on, you can raise the floor to match the sectors on either side - the dropoff is removed and monsters can walk over the sector. (This can, of course, be done the other way around to make a previously walkable area non-walkable.) 0 Share this post Link to post
schwerpunk Posted January 31, 2013 Enjay said:And, as an added bonus, if you want the "line" to become passable by walking enemies later on, you can raise the floor to match the sectors on either side - the dropoff is removed and monsters can walk over the sector. (This can, of course, be done the other way around to make a previously walkable area non-walkable.) Is this on the wiki somewhere? Because if it isn't it definitely should be, because it's incredibly simple to perform, and very, very useful! 0 Share this post Link to post
Obsidian Posted January 31, 2013 schwerpunk said:Is this on the wiki somewhere? Because if it isn't it definitely should be, because it's incredibly simple to perform, and very, very useful! Maybe the Doomworld Editing Tutorials, but I doubt it has a place on the Wiki. There's a thread around here somewhere with a bunch of Vanilla editing tricks though. 0 Share this post Link to post
j4rio Posted January 31, 2013 esselfortium said:Make a thin sector (1 unit is fine) and lower its floor deep into the ground. Flying monsters will be able to cross over it, but land-bound monsters should be blocked by the dropoff. Cool. Works perfectly as long as vanilla or limit removing, but crappy boom behavior and its pushy nature can still break that. Monsters can get stuck immobile on top of that dummy sector or pushed over it. 0 Share this post Link to post
Rayziik Posted February 1, 2013 If it doesn't matter if the player can pass the line, you could always make a self referencing 32 tall sector so that's monsters can attack over the invisible mini wall, but cannot pass, and flying monsters aren't blocked. Of course, I don't know how to do that, but it should work. 0 Share this post Link to post
40oz Posted February 2, 2013 I assume the op is posting because he found a way to make a handrail of some sort that blocks everything except projectiles from passing and that wasn't the result he was looking for. (I say this because I don't see the practicality of esselfortiums solution in actual mapping) That said, I think rayziks response would be most useful, even though he and I both don't use the effect often enough to explain it in a way that makes sense. 0 Share this post Link to post
Enjay Posted February 2, 2013 Purely by coincidence, a few days before this thread was posted, I asked an almost identical question over at the ZDoom forums and essel's solution was exactly what I needed. Specifically, I had a minefield set up that I wanted walking enemies to not enter but flying enemies were fine because they can fly over the mines and not set them off. The narrow deep sector method did the job nicely. 0 Share this post Link to post
traversd Posted February 3, 2013 40oz said:I assume the op is posting because he found a way to make a handrail of some sort that blocks everything except projectiles from passing and that wasn't the result he was looking for. (I say this because I don't see the practicality of esselfortiums solution in actual mapping) That said, I think rayziks response would be most useful, even though he and I both don't use the effect often enough to explain it in a way that makes sense. Using a lowered sector instead of a raised one means the player can cross over it like normal block monster lines. 0 Share this post Link to post