Clue to Exploding Walls?


Gurney Halleck
12-21-2006, 05:35 AM
I want to add an exploding/destroyable wall to the my map. How do you put in subtle clues to alert player that the wall is indeed a destroyable (with rocket) other than a big X or arrow and text "HIT HERE TO 'SPLODE"? I already have an exploding wood fence but they seem to miss it. In 1.3 there were cracks on the destroyable walls in the partially destroyed buildings. I'd like to use something a little more subtle.

[AoS]Albatros
12-21-2006, 06:02 AM
Hi,

I'm planning on the same thing.

What about using markers on the overview to direct the players towards the exploding walls?

I must admit this went terribly wrong on my first DoD_Lübeck versions for calling an airstrike towards a bunker :D but that doesn't mean it won't work for other maps.

Other ideas I could imagine would be placing packages of TnT next to these walls, or simply designing them half-collapsed with burned/crater overlays.

Yay for exploding walls, there has to be some more player interaction in DoD-Source maps.

FuzzDad
12-21-2006, 03:53 PM
Your best bet is to just place a tnt marker on it and follow one of the tutorials on building a breakable/explodable wall. You basically use the tnt code but intercept it so you can change the timeframe. Do a search here...you'll find several.

Moe
12-21-2006, 06:06 PM
If you wanted a custom X decal to put there, I could assist.

Gurney Halleck
12-22-2006, 09:25 AM
Originally posted by Moe
If you wanted a custom X decal to put there, I could assist.

You're killing me Moe....

I decided on the scorch decal. I'm not sure they'll get it...maybe.


JossiRossi
12-22-2006, 09:55 AM
Actually the scorch decal seems to indicate the opposite. After all if a wall has taken a rocket hit before, why would it makes sense to keep firing? On the wall the scorch marks are the least likely place I'd go for.

A tried and true method is to add slim cracks in the wall. If they are thin people tend to get the hint, if they are bigger people sometimes think they are static map design.

TheMiede
12-22-2006, 04:13 PM
i think a nice faint red x like it was painted on would do nicely.

Ca-Chicken-Soup
12-22-2006, 04:59 PM
Cracks in the wall! Cracks in the wall! People are stupid! Cracks in the wall!

Zao
12-22-2006, 05:08 PM
Originally posted by JossiRossi
A tried and true method is to add slim cracks in the wall. If they are thin people tend to get the hint, if they are bigger people sometimes think they are static map design.

</HMT\>Knoxville
12-22-2006, 11:22 PM
Why doesn't valve dev team just release a map with it on it so mappers can do this without the trouble????? My mappers in my clan have the same issue........ YAY for this......

FuzzDad
12-23-2006, 10:55 AM
Originally posted by </HMT\>Knoxville
Why doesn't valve dev team just release a map with it on it so mappers can do this without the trouble????? My mappers in my clan have the same issue........ YAY for this......

Here's an example: http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=67293

Making cracks in walls to visually alert you to a place you can place your tnt is OK but if you're going to suspend disbelief you might as well be uber professional and use the tools Valve gave you: Put a tnt pack on the wall and use varients on the code listed in that tutorial. His tut lets you defuse the bomb once it's planted (I'd rather not let the opposing player defures it...you can rework the code to that). You'd be suprised what you can do with the code...a sequence like this is easy to do:

1) Plant tnt
2) Play wav file "Fire in the hole!"
3) Blow tnt at 5 seconds
4) Turn on dust cloud
5) Fire off first explosion
6) Fire off func_wall toggle to remove "good" wall exposing "busted" wall beneath
7) Fire off two or three more explosions
8) Fire off physics explosion to blow "debris" all over
9) Reveal hidden debris models (they are invisible at start)
10) Turn off dust cloud at 10 seconds.

Add in a fire that starts up (fire, fire started, wav of fire, light, smoke stack) in the debris field and you can have a nice looking wall explosion sequence.

Dustin Diamond
12-23-2006, 02:19 PM
In that tutorial Fuzzdad mentioned, there are 4 variants: 1 defusable method, and 3 that ignore the defuse and keep ticking anyway (each having a different method of doing it).

I would suggest against having cracks in the wall as there is nothign more annoying than being SNIPED through a 1" slit in a random wall.

</HMT\>Knoxville
12-23-2006, 04:39 PM
well yeah I know that u can do the TNT on the wall LOL

I'm talking about blowing up walls with the Bazooka!!!

FuzzDad
12-23-2006, 05:30 PM
Originally posted by </HMT\>Knoxville
well yeah I know that u can do the TNT on the wall LOL

I'm talking about blowing up walls with the Bazooka!!!


Unless we can get a change in the breakable entity that's not going to happen. Stick to the tnt for now.

Gurney Halleck
12-23-2006, 08:55 PM
Originally posted by FuzzDad
Unless we can get a change in the breakable entity that's not going to happen. Stick to the tnt for now.

Ok - I'm a little confused..? I have a breakable wall (its a fence) that I can tear up with a Tommie. I'm sure it will break with a rocket. Why won't this work with building walls?


Before and................ After

Dustin Diamond
12-23-2006, 10:53 PM
The problem is that you can't filter specifically for rockets. You can make a damage filter that only accepts BLAST damage, but then grenades will work too. You can also set a damage minimum, so that any attacks less than a certain dmg amount are ignored. Since rockets do the highest damage, you can get around it that way.

FuzzDad
12-24-2006, 03:30 PM
The issue is you can't tell a breakable to break ONLY if hit by a rocket. The rocket class in DoDS is just another class...it's not a special class used to blow objectives. That means you are stuck with the unrealistic (or rather not authentic) issue that a SMG can take out a massive wall. IMO the most authentic and plausible way to bust a wall down is to stick to using tnt as your way to blow objectives (use the standard dod_jagd-like code) or obstacles (use the code found in the tutorial). If you spread tnt zones around the map your players will never want for tnt. Look for ways to use tnt to alter the map...for instance...create a map that only has one main path that's open. Have several side paths that are closed off but can be opened by using tnt. dod_strand is a good example...you have to use tnt to blow open the shingle.

Moe
12-24-2006, 04:14 PM
Originally posted by Gurney Halleck
You're killing me Moe....

I decided on the scorch decal. I'm not sure they'll get it...maybe.
:confused: is this a yes or a no?

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