How to make it?
I have heard that script is no needed for this.
Destroyable Walls
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Destroyable Walls
Sojuz nieruszymyj riespublik swobodnych,
Splotila nawieki Wielikaja Rus'
Da zdrawstwujet sozdannyj wolej norodow,
Jedinyj, moguczij Sowitskij Sojuz!
Slaw'sia Otieczestwo nasze swobodnoje,
Druzby narodow nadioznyj oplot!
Znamia sowietskoje, znamia narodnoje
Pust' ot pobiedy k pobiedie wiediot!
Splotila nawieki Wielikaja Rus'
Da zdrawstwujet sozdannyj wolej norodow,
Jedinyj, moguczij Sowitskij Sojuz!
Slaw'sia Otieczestwo nasze swobodnoje,
Druzby narodow nadioznyj oplot!
Znamia sowietskoje, znamia narodnoje
Pust' ot pobiedy k pobiedie wiediot!
Lots of good info written at the top of the global scripts like this from the global/exploder.scr
// Exploding chunk system created by Mackey McCandlish.
//
// Before level waittill prespawn "exec global/exploder.scr".
//
// Used in levels where stuff blows up.
//
// Create a script_object that is a "undestroyed" version of the thing that is supposed to blow up and targetname it "exploder"
//
// Create a script_object that is a "destroyed" version of the thing that is supposed to blow up and targetname it
// "explodersmashed". They occupy the same physical space.
//
// Create script_object chunks of geometry that are going to fly out of the destroyable object/building and place them in the
// places they're supposed to fly from. Make them near but not touching the geometry of the explodersmashed. Targetname them
// "exploderchunk".
//
// Create one script_origin for each exploderchunk and make the chunk target the origin the same way a jump pad would target
// the jump pad destination in Quake3.
//
// Create script_models with targetname "exploderfire" and the "model" value of the tiki you want to use. These will be tiki
// explosions that will go off.
//
// Give all the chunks, smasheds, fires, and exploders the same #set value. Note you can have any number of smasheds, chunks,
// fires, or exploders, but typically you only have one smashed and one exploder. The reason you would want multiple of any
// of these is that you can give any of them a #pause value, and that will make it delay that long before occuring, so you
// could create a multistage explosion.
//
// You can create an explodertrigger (with the same #set), or just do "thread global/exploder.scr::explode #" (# being the
// #set value of the exploder in question).
//
wood
Making a wall explode is not easy, as you can see in bdbodger's reply. If you want a wooden wall to break, it would be easier to turn the boards into function crates (func_crate).
Just highlight a board and right click in the 2D window. Then select func and crate. Do that for each board in the wall or fence and you are done.
Just highlight a board and right click in the 2D window. Then select func and crate. Do that for each board in the wall or fence and you are done.
Thx a lot for all

Sojuz nieruszymyj riespublik swobodnych,
Splotila nawieki Wielikaja Rus'
Da zdrawstwujet sozdannyj wolej norodow,
Jedinyj, moguczij Sowitskij Sojuz!
Slaw'sia Otieczestwo nasze swobodnoje,
Druzby narodow nadioznyj oplot!
Znamia sowietskoje, znamia narodnoje
Pust' ot pobiedy k pobiedie wiediot!
Splotila nawieki Wielikaja Rus'
Da zdrawstwujet sozdannyj wolej norodow,
Jedinyj, moguczij Sowitskij Sojuz!
Slaw'sia Otieczestwo nasze swobodnoje,
Druzby narodow nadioznyj oplot!
Znamia sowietskoje, znamia narodnoje
Pust' ot pobiedy k pobiedie wiediot!

