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- Exploding Walls v1.0 from The QuakeLab
-
- The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
-
- TEXTURES:
-
- Any texture you need, use a decent, appropriately rough looking
- 'core' texture for the new edges of the walls after detonation.
-
- ENTITIES:
-
- FUNC_DOOR, TRIGGER_ONCE, TRAP_SPIKESHOOTER, MISC_EXPLOBOX
-
- WHAT TO DO:
-
- Make a room with a room adjoining it. The wall between these two
- rooms will be turned into the explodable wall. Make a few copies of
- this wall brush. Take the first of these identical wall brushes and
- use another identical brush at an angle to do a bit of brush
- subtraction. Take an uncut copy of the original brush, place it
- exactly over the cut piece, select the cut piece, and subtract the
- uncut piece from the cut piece. Do this over and over until you feel
- your explodable wall has enough chunks. Select all these chunks and
- move them back into the level to block passage from one room to the
- next. Then, one at a time, designate each chunk (don't make too many)
- a func_door and give it a targetname (same one for all chunks),
- angle, speed of 500, and a wait of -1. Also ensure that the
- door_dont_link flag is set for each chunk so that you don't get a
- "cross connected doors" error when you try to run the level.
-
- To make it 'blow open' you have to create a trigger_once that is the
- same size as the original wall brush, so that it fits nicely over
- all the chunks that make up the wall. The trigger_once should target
- the chunks targetname and it should have a health of 100 (for a
- single rocket impact to set it off.) Make the trigger stick out a
- few units from the wall surface. That's it.
-
- OPTIONS:
-
- If you want a bigger explosion and more noise, put several
- misc_explobox entities (radioactive power boxes) in the room just
- behind the door. Then put a trap_spikeshooter behind the boxes.
- Make another trigger_once that perfectly overlaps the door's trigger
- and give the new trigger a delay of 0.1. This trigger should target
- the spikeshooter. Make sure the spikeshooter's angle is set to fire
- at the boxes. Just after the door is triggered, the spikeshooter
- fires once, and sets off the boxes, looks and sounds better.
- You can stick non-functional chunks in the exploding wall's outer
- frame so that jagged bits stick inward. This is highly recommended
- and will eliminate the need for fiddling with lip settings for the
- chunks.
-
- Finally, the next version of this door (I keep thinking of it as a
- door for some reason) will have debris (probably matching the hole)
- strewn about after detonation. The chunk-edge textures will be
- applied - this is a pain. The adjoining room is currently difficult
- for a player to squeeze into. The chunks should be offset a bit to
- suggest a crack, rather than a flawless wall (it wouldn't be noticed.)
-