Daedolon, on 16 April 2013 - 03:50 PM, said:
It seems like you can make water TROR sectors just by marking a lower stack as underwater and the above one as water, but this results in a bug either way:
You can't stay above the water and you automatically fall below UNLESS you mark the floor of the water sector blocking. BUT when you do that, it means you cannot walk on the water sector (like you can if you make a transparent glass floor or a metal grate floor) so it breaks the functionality of the blocking floor.
No, it's all fine. Requiring the boundary ceilings and floors to be blocking and hitscan sensitive makes sense, because it's consistent with usual water (where you have non-TROR ceilings and floors which are naturally so). If you want to walk instead of wade in the upper section, then you simply don't make it ST1;
transportation will only occur for the area of the bunch where the floor's sector has ST1 and the ceiling's one has ST2. So, besides the submergible water (ST1/ST2) and "water with ice on top" (ST0/ST2) this leaves the ST1/ST0 combination, which allows you to have a wadeable upper water sector, but without the possibility to submerge, for example because the underwater section is purely decorative.