Here now is the part of the breakable walls:
damageeventtilerange 5385 5386
onevent EVENT_DAMAGEWALL
ife wall[RETURN].picnum PARISSCREEN1
{
sound GLASS_BREAKING lotsofglass 30
ifrnd 128
setw[RETURN].picnum 358
else
setw[RETURN].picnum 359
}
ife wall[RETURN].picnum PARISSCREEN2
{
sound GLASS_BREAKING lotsofglass 30
ifrnd 128
setw[RETURN].picnum 358
else
setw[RETURN].picnum 359
}
endevent
01. - The tile numbers used with "damageeventtilerange" are examples based on "World Tour" screens.
02. - You can put all the breakable textures in place, of course respecting the number of the tile. P.S: the name of tiles "PARISSCREEN" 1 and 2, are exactly the same as "5385" and "5386" #tiles positions.
03. - For the "DAMAGEWALL" event to function properly, the value "damageeventtilerange" must be correctly entered like this, just above the event:
damageeventtilerange 5385 5386
P.S: if you have only one image to break, put this. For example:
damageeventtilerange 5385 5385 or damageeventtilerange 5386 5386
04. - the first important entry "ife wall [RETURN] .picnum" corresponds to the first image you would use to be destroyed. This will of course be the "intact" image.
05. - the second entry "setw[RETURN].picnum" will match the final "broken" image.
P.S: In this example, you will notice this:
ifrnd 128
setw[RETURN].picnum 358
else
setw[RETURN].picnum 359
The value "ifrnd" corresponds to a synchronous value as explained on the wiki "an if condition stating the probability of it 'doin somethin!' in this case" this means that the image to be destroyed will randomly generate the image "358" or the image "359" The numbers 358-359 "correspond to the original images of the game, corresponding to the breakable screens.
06. - for a realistic value on breakable screens, add this:
sound GLASS_BREAKING lotsofglass 30
"lotsofglass" of course corresponds to broken glass "hard coded", the value "30" indicates the number of breaks to generate and of course, the sound "GLASS_BREAKING" that follows.
Last thing ! You can have fun adding debris or bloody guts instead or it will all depend on what you do with your textures and also your destroyers sprites.
I remind you that the value "cstat" is important for sprites / breakable walls. Look in the wiki for more.