Blastable Walls will be blown apart when an explosion occurs near them.
Create the hole which will be visible when the wall blows apart.
Make a thin 'blastable wall' sector seperating the hole from the room.
Place an S[Channel,13]
within the blastable wall sector. Make sure the angle of the S
is facing up.
If you want to slope the floor or ceiling of the blastable wall
sector, first you will have to set the sector's 'first wall' with Alt + F
. At pre-map, the floor and ceiling of the 'first wall' are moved together until they touch, so the slopes cannot be above or below the first wall (in the image below, the first wall is the leftmost wall near the S
). Place a CRACK
(#546)-(#549) tagged [Channel,0]
on the wall and raise it to the desired height. Press 2
on the top half of the wall, then press O
on the top and bottom half of the wall. This will orientate both halves
separately so they'll look proper. The final step is to place an
explosive weapon or canister so the player can destroy the wall.
Notes:
- Blastable Walls do not retain bullet holes until they are destroyed.
- More than one sector can be blown apart when the
CRACK
is blown up. Just link all of theS[Channel,13]
with the sameChannel
value. - The
CRACK
can be of any size or transparency that you wish. - A
CRACK
with a palette value of 1 (blue) will only be functional and visible in Multiplayer. - The
CRACK
can be replaced with a fire extinguisher (#916), or aSEENINE
/OOZCAN
canister. - You can place time-delayed
SEENINE[Channel,DelayExplosion]
explosives anywhere (shrink them horizontally as much as possible) which will activate when theCRACK
is blown up. ForDelayExplosion
, a value of 32 is approximately 1 second. You have to give theSEENINE
sprites a Lo-Tag or else they won't explode.