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Destroyable Walls

Posted: Sun Dec 04, 2005 5:20 pm
by snajperu
How to make it?

I have heard that script is no needed for this.

Posted: Sun Dec 04, 2005 6:01 pm
by bdbodger
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

Posted: Mon Dec 05, 2005 11:56 am
by tltrude
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.

Posted: Mon Dec 05, 2005 3:38 pm
by neillomax

Posted: Fri Dec 09, 2005 7:33 pm
by snajperu
Thx a lot for all

:D