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.Return to top