Reworder and Destruct Scenery events
Hello everyone,
I was experimenting with Violet CLM's "Reworder" utility a few minutes ago on a hunch, and I found something interesting which I think might be potentially useful in level design.
I'm sure you all know how Trigger Zone events transition between the first block and the one before the last block, rather than both extremes. Due to how Destruct Scenery events work, it turns out that events not yet "fired" due to being struck by the right kind of ammo can actually still work with Trigger Scenery when currently displaying the first block.
However, this only works once due to how the Destruct Scenery events work, and the Trigger Scenery will not be destructible again if set to a solid state. Also, I have not yet found a way to properly have the tile fragments "jump" off the screen rather than vanishing on the spot (the destruction sound effect still works properly though).
Because of all this, I'm thinking that using Destruct Scenery BOMB events and the classic TNT crate trick will naturally work best, and also having the solid state obviously be the first block in the animation used. Some careful positioning and structure should make it possible to only properly trigger the change once (while having the Trigger Scenery change to its "empty" state beforehand), allowing a route to be used twice but also requiring some other task to be accomplished to bring the TNT crates down before doubling back.
What do you all think of this? I'm not sure how it would function in a Multiplayer setting, but a Single Player level could potentially use something like this to represent a triggered alarm system (and therefore some "heavier firepower" to break through the now-sealed security doors), such as from opening a restricted route discovered earlier on the other side of the corridor.
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