How to make Exploding Walls in 10 easy steps

(5 if you know how to make movers)

By: Jekko

What this tutorial will teach you

This tutorial will teach you how to build an Exploding Wall into a room in UnrealEd. I think that this is one of the best effects you can have in UT, especially in Assault maps.

Assumptions

That you can build a room, texture it, add lights and add a playerstart. If you already know how to make a mover, and just wish to follow the tutorial to incorporate an Exploding Wall into a level you have already built then please just make the wall you wish to have explode into a mover, put it where you want it, and follow the tutorial from step 6. I use UnrealEd version 1.0 so don't get confused if you use 2.0 and the button I tell you to press is not there. This tutorial is intented for all levels of mappers so please don't think I'm being patronising and insulting your intelligence :)

Tutorial

First subtract a room 256*512*256, texture it, and add lights and add one playerstart at one end of the room.

1. Add a wall 256*32*256 to the centre of it and texture it accordingly.

Caption: Here we see the room with the wall in the centre.

2.This part is VERY important. Right-click on your builder brush (the red one) and then click on "Reset" then "Reset scaling". If you miss this step, you will be able to walk through your wall. (Not what you want I assume)

3. Make sure that the builder brush completely surrounds the wall and click on the intersect brush button (below). You will see no change but if you have more complex walls this would cause the builder brush to wrap itself around the shape of the wall, providing it completely surrounded it. However, in this case the wall is the same shape and size of the builder brush so you see no difference).

Caption: The intersect brush button

4. Right click on the builder brush, and click "Copy polygons" then "to brush". This makes the textures copy on to the builder brush. Now if you're sure you've done everything correctly, move your builder brush out of the way and delete your wall in one of the 2D views. Then press F8, and then Rebuild Geometry.

5. Move the brush back to where the wall was, and click on the add mover button (Below)

6. So you now have your mover where you want it. Move your builder brush out of the way again and right click on the mover (the purple thing) and click on "Mover Keyframes" then on "Key 1". Then move your mover to anywhere outside the level.

7. Right click and set it back to Key 0 (Base). You will see it has jumped back to its starting position. Then right click and select "Mover properties" and set them as shown below.

Events

Event - EW1 (This is what you will call your ExplodingWall)

Mover

bDamageTriggered = TRUE (This means that shooting it will cause it to move)
bTriggerOnceOnly = TRUE ( this means the wall won't come back)
bDamageThreshold = 10.0000 (This means the even the Enforcer can blow it)
MoverEncroachType = ME_IgnoreWhenEncroach
MoveTime = 0.0000 (This means that it takes no time to move between keys so you don't see it move).

Object

InitState = TriggerOpenTimed

8. Now go to the classes menu andclick on "Effects" then on "ExplodingWall". Add this to level, in the middle of your mover by right clicking in the 3D view on the floor wher your mover is, and then clicking on "Add ExplodingWall here".

9.Go into the ExplodingWalls properties and set them thus:

Events

Tag - EW1 (This is the samee name as we put inthe veent box on the mover)

ExplodingWall

GlassParticleSize - Choose this yourself but dont make it too big or small or it will look stupid.
WallTexture - This should be your walls texture.

Caption: This is what your room should look like if you followed the whole tutorial

10. Rebuild your level and test it out (only one player if you built the room that I showed you. Have fun!

Conclusion

You should now know how to incorporate an Exploding Wall into your level. Play around with the NumWallChunks and the NumWoodChunks depending on the size of your wall, and you can add sound to the eplosion under the "Effects" menu.