This effect causes a floor/multiple floors to lower and explosions to occur. The final result depends on the amount of work you put into it.
Create the building which you want to be demolished. Make it look as
if it has already collapsed. Place the following sprites within the
building sector(s): S[0,31], D[Delay,Channel]
(Speed[0,Speed]). Change the angle of the S
so it faces down. Raise the S
to the height which you want the building to be at initially. I wouldn't recommend using a Delay value for the D
,
because it would affect all of the explosion timing. But if you wanted
to spend the extra effort, you could (for example) make buildings that
only begin to collapse after a lot of explosions occur at their base.
Place as many SEENINE[Channel,DelayExplosion]
as you want. Shrink them horizontally as much as possible. Raise them
to the height at which you want them to explode. For DelayExplosion, a
value of 32 is approximately 1 second. You must give each SEENINE
a Lo-Tag, or else it will not explode. Place a D[0,Channel]
in every sector containing a SEENINE
. I prefer to group all of my SEENINE
s into one sector, which saves me time because I won't have to place a Masterswitch in every single sector containing a SEENINE
.
Place either a T[0,Channel]
or a switch tagged [ActivationSound,Channel]
somewhere in the map (to trigger the effect).