Navigate InfoSuite Introduction README The Basics Advanced FX References Game Secrets Hosted At | Advanced FX - Demolition - A4 : Activated Explosions Activated Explosions These explosions can be activated by a Switch or Touchplate. Place as many `SEENINE`/`OOZFILTER` explosives tagged `[Channel,DelayExplosion]` as you want. For `DelayExplosion`, a value of 30 = 1 second. If you want to make the explosives intangible in the game, shrink them horizontally (x-wise) as much as possible. Raise each one to the height at which you want it to explode. Each `SEENINE`/`OOZFILTER` must have a Lo-Tag value or else it won't visibly or audibly explode (although it will still shake the screen and spawn debris). It is also recommended to assign time-delay Lo-Tag values to linked tangible explosives, because in the case of multiple tangible explosives, only the one with the largest sprite number will visibly and audibly explode. Place a `D[0,Channel]` in just one sector containing a `SEENINE`/`OOZFILTER` explosive (the `Channel` will link the rest of the explosives together). Place either a `T[0,Channel]` or else a Switch tagged `[ActivationSound,Channel]` somewhere in the map (to trigger the explosion). Note: You can link a `SEENINE`/`OOZFILTER` explosive tagged `[Channel,DelayExplosion]` to an `S[Channel,13]`. When you activate the trigger, the `SEENINE`/`OOZFILTER` (tangible or intangible) will also activate the `S[Channel,13]`. Return to top