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Conner94 Moderator

Joined: 15 Jan 2005 Posts: 249 Location: ???
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Posted: Fri Aug 12, 2005 5:20 pm Post subject: Breakable OBJECTS (not actors) |
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Um, I am trying to figure this out. I haven't done much yet, but it shouldn't be hard. My plan makes it simply show one image(unbroken),then another (broken). It should be simply checking for static objects, seeing if they have a FL_BREAKOBJ or something, destroying the unsignhed actor at the position, and make the static object look like the next sprite. Walla. I could even expand it for direction sprites when I think about it. Then I could have a fence that could be broken open!
Ok, full plans and stuff I hope to add.
New Flags:
FL_BREAKOBJ (or something like that) - lets the gun know it is breakable.
FL_BREAKOBJSPC - special breakable. Good for stuff only rockets can break.
Maybe added:
FL_directional whatnots_breakobj - breakable direction object
You know, come to think of it, i could probally make breakable walls too. Just imagain, there is no where to go. No pushwalls. So you pull out a rocket launcher, blast a wall to shreds, and catch a guard in the bathroom  _________________ My Wolfenstein Website:
http://www.wolf94.cjb.net
Status: Falling apart over a product I ordered that is taking forever to arrive. |
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Deathshead Corporal

Joined: 18 Feb 2005 Posts: 87
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Posted: Sat Aug 13, 2005 11:07 am Post subject: |
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That was included in Catacombs 3D, im surprised they didn't include breackable walls in Wolf3D. Wat i wanted to see, was you run in guns blazing, but u accidently destroy the weapons lying around  _________________ Myspace
VampireFreaks
Music4Life
Wolfing Time |
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Conner94 Moderator

Joined: 15 Jan 2005 Posts: 249 Location: ???
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Posted: Sat Aug 13, 2005 2:52 pm Post subject: |
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I thought about that too. I'll see what I can do with this, It doesn't seam that hard. _________________ My Wolfenstein Website:
http://www.wolf94.cjb.net
Status: Falling apart over a product I ordered that is taking forever to arrive. |
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