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Advanced Effects - Demolition - A2 : Ceiling Explosions

Ceiling Explosions

This effect causes the ceiling to explode (and enemies can drop out). It can be a pain in the arse to get working properly, but the result is awesome.


Create the sector with the ceiling which will explode. Make it look as if it has already exploded. It is possible to parallax a sky texture on the ceiling, but there is no guarantee that it will work. In the official documents, it is said that you must place the same ceiling texture in at least one other location in the map (but this doesn't seem to ensure anything). Place the following sprites within the sector: S[Channel,13], D[Delay,Channel] (R[SpriteNumber,Channel]). Change the angle of the S so it faces down. Raise the S until its bottom matches the height of the surrounding ceiling. The optional R sprites can be used to spawn enemies (or any object with a name). Raise them to the height that you want the objects to spawn from.

Place as many SEENINE[Channel,DelayExplosion] as you want within the sector (at least one is required). Shrink them as much as possible horizontally to make them invisible in the game. Raise them to the height which you want them to explode at when triggered. For DelayExplosion, a value of 32 is approximately 1 second. You must assign a Lo-Tag to each one, or else it won't explode.

Place either a T[0,Channel] or else a switch tagged [ActivationSound,Channel] somewhere in the map (to trigger the ceiling explosion). At pre-map, the ceiling will be brought down to the S sprite's height and textured with the nearest non-parallaxed texture.

Notes:

  • You could even use a transparent, floor-aligned CRACK tagged [Channel,0] to trigger the ceiling explosion.
  • If the floor is closer to the S than the ceiling is, the floor will become explodable. Explodable floors are incompatible with parallaxed textures.


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