This effect causes a floor/multiple floors to lower and explosions to occur. How it turns out depends on how much work you put into it.
Create the building sector which you want to lower. Raise or lower the floor of the sector to the height that you want the building to collapse to.
Place the following sprites in the building sector: S[0,31], D[Delay,Channel]
(Sp[0,Speed]). Make the angle of the S
face down. Raise the S
to the height that you want the building to start at. I wouldn't recommend using a Delay value for the D
, because it can screw up all of the explosion timing and everything would just look wrong. But if you wanted to spend the extra time, you could make some neat effects using the Delay value (like buildings that drop after a lot of explosions occur at their base, for example).
Place as many SEENINE[Channel,DelayExplosion]
sprites as you want. Make them invisible by shrinking them horizontally as much as possible. Raise them to the height that you want them to explode. For DelayExplosion, a value of 96 is approximately 1 second. You must give each SEENINE sprite a Lo-Tag, or else it will not explode.
Place a D[0,Channel]
in every sector containing a SEENINE. I like to group all of my SEENINEs into one sector, which saves me time because then I don't have to place a Masterswitch in every single sector containing a SEENINE.
Place either a T[1,Channel]
or else a Switch[ActivationSound,Channel]
somewhere in your level (to trigger the effect).