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Advanced Effects - Demolition - A1 : Blastable Walls

Blastable Walls

Blastable Walls will be blown apart when an explosion occurs near them.


Create the hole which will be visible when the wall blows apart. Make a thin 'blastable wall' sector seperating the hole from the room. Place an S[Channel,13] within the blastable wall sector. Make sure the angle of the S is facing up.

If you want to slope the floor or ceiling of the blastable wall sector, first you will have to set the sector's 'first wall' with Alt + F. At pre-map, the floor and ceiling of the 'first wall' are moved together until they touch, so the slopes cannot be above or below the first wall (in the image below, the first wall is the leftmost wall near the S). Place a CRACK (#546-#549) tagged [Channel,0] on the wall and raise it to the desired height. Press 2 on the top half of the wall, then press O on the top and bottom half of the wall. This will orientate both halves separately so they'll look proper. The final step is to place an explosive weapon or canister so the player can destroy the wall.

Notes:

  • Blastable Walls do not retain bullet holes until they are destroyed.
  • More than one sector can be blown apart when the CRACK is blown up. Just link all of the S[Channel,13] with the same Channel value.
  • The CRACK can be of any size or transparency that you wish.
  • A CRACK with a palette value of 1 (blue) will only be functional and visible in Multiplayer.
  • The CRACK can be replaced with a fire extinguisher (#916), or a SEENINE/OOZCAN canister.
  • You can place time-delayed SEENINE explosives (shrink them horizontally as much as possible) anywhere which will activate when the CRACK is blown up. Tag them [Channel,DelayExplosion]. For DelayExplosion, a value of 32 is approximately 1 second. You have to give the SEENINE sprites a Lo-Tag or else they won't explode.



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