This tutorial is designed to show how create a wall that can be blown, and the floor in front of the wall. It is a continuation from the Blow 1 tutorial. The wall blows open when shot by an explosive weapon to reveal an area behind it. To view this map in Shadow Warrior download blow2.zip
![]() Fig 1. Play view of the wall to be blown. |
1. This is a continuation of the Blow 1 tutorial. The difference with this tutorial is to show you how to use the SECT_COPY_DEST and SECT_COPY_SOURCE ST1 sprites. These are very powerful (you can do all kinds of neat tricks with them), and once you master them your maps will become far more enjoyable to play. We will leave all of the sprites that we used it the Blow 1 tutorial except the crack sprite. As shown in Fig 1. we will use two cylinder tanks (picnum 648) to give the illusion for the cause of the explosion. We will use the picnum 3123 for our explosion sprite, and it will be tagged not to be seen during game play.
![]() Fig 2. Play view after the explosion. |
2. Fig 2. shows you what it will look like once the explosion has occurred. We will create the blown out floor in front of the wall. So, the player is given the illusion that the cylinders blow part of the floor away.
![]() Fig 3. Creating a Destination sector. |
3. First, create the sector in front of the wall to be blown up. Start at one of the vertices and use the Spacebar to make the sector until you connect to the other vertice of the wall. If you need to add more vertices, just place the cursor on the line and press the Insert key.
![]() Fig 4. Creating the Destination sectors. |
4. Using the Spacebar, create two more sectors within the one you just created in step 3. Since we want the blown out floor to be sloped for a better effect, we must use the Alt-F option to indicate which wall(s) we want to be the first wall of each sector. Place the cursor inside the southern (lower) end of the sector near the wall that you want to be the first wall and press Alt-F. Do this to the other two sectors too. To test it, go to 3D mode and place the cursor inside one of these sectors, and press the [ or ] key once. It will be hard to determine where the sector is. Make sure that you use the ] or [ key to place the sector back to its' flat position. This Alt-F step must be done before going on to step 5.
![]() Fig 5. Creating the Source sectors. |
5. Ok, you have your destination sectors the size and shape that you want. You also have the first wall indicated for each of the destination sectors. Save your map before you try to Copy and Paste. Now go ahead and Copy the destination sectors. Paste them somewhere in the void space (non player area). These newly copied sectors will be known as the Source sectors. If you have any sprites within the source sectors delete them out at this time. In the source sector, leave the textures on the North wall be. You can change the remaining wall textures. I used the same grayish texture as in the the blown out area. Slope the floors of the Source sectors as desired and change the floor textures too.
![]() Fig 6. Inserting sprites into the Destination sectors. |
6. Since we used 1 for our Match tag in the Blow 1 tutorial we will continue using it here. In place of where the crack sprite was insert the picnum 3123 sprite. Make it a blocking sprite (B key), and a wall sprite (R key). Give it a LoTag of 257 (TAG_SPRITE_HIT_MATCH) and the matching tag (1 in our case). The following TAGs are used:
![]() Fig 7. Inserting sprites into the Source sectors. |
7. Ok, insert a ST1 sprite in each of the Source sectors. Give them a HiTag of 59 (SECT_COPY_SOURCE), and a LoTag of 1 (our match tag). From left to right give them a TAG3 of 1, 2, and 3. So, when the wall is blown the source sector with the ST1 sprite TAG3 of 1 will be copied to the destination sector with the ST1 sprite TAG3 of 1, and so on.