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The Arsenal Files 8
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The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO
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g_quake
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explver1.zip
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EXPLVER1.TXT
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1996-09-28
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Exploding Walls v1.0 from The QuakeLab
The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
TEXTURES:
Any texture you need, use a decent, appropriately rough looking
'core' texture for the new edges of the walls after detonation.
ENTITIES:
FUNC_DOOR, TRIGGER_ONCE, TRAP_SPIKESHOOTER, MISC_EXPLOBOX
WHAT TO DO:
Make a room with a room adjoining it. The wall between these two
rooms will be turned into the explodable wall. Make a few copies of
this wall brush. Take the first of these identical wall brushes and
use another identical brush at an angle to do a bit of brush
subtraction. Take an uncut copy of the original brush, place it
exactly over the cut piece, select the cut piece, and subtract the
uncut piece from the cut piece. Do this over and over until you feel
your explodable wall has enough chunks. Select all these chunks and
move them back into the level to block passage from one room to the
next. Then, one at a time, designate each chunk (don't make too many)
a func_door and give it a targetname (same one for all chunks),
angle, speed of 500, and a wait of -1. Also ensure that the
door_dont_link flag is set for each chunk so that you don't get a
"cross connected doors" error when you try to run the level.
To make it 'blow open' you have to create a trigger_once that is the
same size as the original wall brush, so that it fits nicely over
all the chunks that make up the wall. The trigger_once should target
the chunks targetname and it should have a health of 100 (for a
single rocket impact to set it off.) Make the trigger stick out a
few units from the wall surface. That's it.
OPTIONS:
If you want a bigger explosion and more noise, put several
misc_explobox entities (radioactive power boxes) in the room just
behind the door. Then put a trap_spikeshooter behind the boxes.
Make another trigger_once that perfectly overlaps the door's trigger
and give the new trigger a delay of 0.1. This trigger should target
the spikeshooter. Make sure the spikeshooter's angle is set to fire
at the boxes. Just after the door is triggered, the spikeshooter
fires once, and sets off the boxes, looks and sounds better.
You can stick non-functional chunks in the exploding wall's outer
frame so that jagged bits stick inward. This is highly recommended
and will eliminate the need for fiddling with lip settings for the
chunks.
Finally, the next version of this door (I keep thinking of it as a
door for some reason) will have debris (probably matching the hole)
strewn about after detonation. The chunk-edge textures will be
applied - this is a pain. The adjoining room is currently difficult
for a player to squeeze into. The chunks should be offset a bit to
suggest a crack, rather than a flawless wall (it wouldn't be noticed.)