Sniper's Paradise!
Exploding Wall & Breaking Glass
- Assumptions
- Introduction
- The ExplodingWall Actor
- A basic ExplodingWall
- All ExplodingWall Properties
- ActivatedBy
- Breaking Glass
- Respawning Walls and Windows
You'll need basic editor knowledge and a good knowledge of movers for this tutorial, It's suggested you read the all about movers tutorial to help you in the making of exploding walls.
This tutorial will teach you the basics of how to create exploding walls and breaking glass.
Open the Actor Class Browser, expand Effects and locate ExplodingWall.
The ExplodingWall Actor
This actor can create fragments, pieces and splinters of walls, glass or wood. You can choose size, texture, sound and other variables for 3 different kinds of fragments.
It creates the effect whenever it's triggered by a trigger, a mover, or any other event. In most cases, you use this in combination with a mover: the mover is the wall that will break, and when the effect happens, the wall mover goes to another keypoint, so it'll look like the wall disappeared.
But it is not the mover that creates the explosion effect, but the ExplodingWall actor does. So if you place the ExplodingWall actor 10 yards away from the mover, it will look like a wall disappearing, and 10 yards further some fragments that appear out of nothing. When you place the ExplodingWall actor inside the mover, this creates the effect as if the mover explodes.
The ExplodingWall also has the BreakingGlass extension, used for breaking windows.
First make a wall. Then make a brush that looks like a hole that was shot out of a wall. Best is to use the 2D Shape editor and use Extrude. Make the hole as thick as the wall. Make sure the red brush is transformed permanently. Place the brush on the wall. Now press in this order: Intersect , Substract, and Add Mover Brush. You just made the hole in the wall and added a mover in it, so the hole will be filled until the mover goes away. There should be a yellow, a purple and a red brush on the same place.
Create a hole in the wall and fill it with a mover
Place Key1 of the mover somewhere outside the map, then select Key0 again so the mover is back inside the hole.
Set Key1 of the mover to somewhere outside the map
Open the Properties of the mover and change the following settings:
- DamageTriggered = True: This way you will make the mover to be triggered when you shoot it.
- bTriggerOnceOnly: Set this to True if you want the wall to be able to explode only once. Read the section Respawning Walls for this.
- DamageThresHold: The damage required to trigger the mover when shot. Here's a list of the damage the Unreal weapons create:
AutoMag: 17
Stinger: 14
ASMD: projectile 55, shot 40, superexplosion 165
RazorJack: razorblade 30, explosive razorblade 30
GESbiorifle: small glob 40, large glob 75
EightBall: rocket 85, grenade 100
Flackcannon: flakshell 70, chunk 16 - MoveTime = 0. This way, the mover will go immediatly away from it's place, so it looks like the mover suddenly disappears. Otherwise the wall will slowly "slide" away.
- Event (under Events): Set it in this example to "Wall".
- InitialState (under Object) = TriggerOpenTimed. This is the only InitialState that works for DamageTriggered!
Add an ExplodingWall inside the mover, open its properties and change these settings under ExplodingWall:
- BreakingSound: Set this to an explosionsound, for example Sound'UnrealShare.General.Explo1'
- NumWallChunks: the number of chunks you want
- NumWoodChunks: if your wall does not have any wood in it, you better set this to 0
- WallParticleSize: the size of the particles you will get 1 is rather small, 20 is really large
- WallTexture: Set this to the same texture as your wall
- Tag (in Events) = Wall (the same as the Event of the mover)
- bOnlyTriggerAble (in Effects) = True: otherwise the effect will be able to start by shooting on the ExplodingWall actor.
Place the ExplodingWall inside the mover for the most realistic effect. When you used the correct Event and Tag, you should see a red line going from the mover to the ExplodingWall.
Place the ExplodingWall inside the mover
When you now open the map and shoot the wall, it might look like this:
The fragments fallen on the ground after shooting the wall
If you have bOnlyTriggerAble = True and you find out that you can not activate the mover if you shoot in the middle of it, then the ExplodingWall is in the way and blocks your shot! The solution is to set all the Collision to False in the Collision settings of the ExplodingWall.
In the previous section, you only used a few settings necessary in that particular situation. Here's a list of all the properties and an explanation. As you can see, there are 3 differend kinds of particles that can be casted, all at the same time. For every kind of particle you can choose a size and a texture. If you have a brick wall with a window in it and also some wood, you can use them all at the same time.
Effects | |
bOnlyTriggerable | If this is False, the explosion will be able to be started by two things: If the BreakingGlass actor is triggered by an event called by a trigger, a mover or whatever, OR if you shoot at the BreakingGlass actor with any weapon. If this setting is set to True, it can only be triggered by the event, and not by the weapon. This does not work with the normal ExplodingWall actor. |
EffectSound1 | These don't seem to work |
EffectSound2 | |
ExplodingWall | |
ActivatedBy | This is explained in the section "ActivatedBy" |
BreakingSound | The sound that will be played when the explosion starts |
bTranslucentGlass | If True, the GlassChunks will be translucent |
bUnlitGlass | If True, the GlassChunks will be unlit |
ExplosionDimensions | This is how the radius of the explosion itself: all the particles will start somewhere inside this radius. This is the radius of a sphere around the ExplodingWall actor. |
ExplosionSize | This is how fast the particles will fly and thus how far they'll fly away from the origin. |
GlassParticleSize | The size of the Glass Particles. 1 is normal, 10 is really large |
GlassTexture | The texture of the Glass Particles; set this to the same texture as the glass or window that breaks |
Health | This is explained in the section "ActivatedBy" |
NumGlassChunks | The number of Glass, Wall or Wood Particles that will appear. Note that in reality the number of them will not always be the same, and most of the time much less. |
NumWallChunks | |
NumWoodChunks | |
WallParticleSize | The size of the Wall Particles |
WallTexture | Set this the texture of the wall that explodes, to make it most realistic |
WoodParticleSize | The size of the Wood Particles |
WoodTexture | Set this the texture of the wall that explodes, to make it most realistic. If you set no texture, a default wood texture will be used |