dandouglas, on 25 January 2022 - 06:10 AM, said:
Yep, it's mostly sprites that switch from blank/static tiles to animated ones when triggered by a hit, with some invisible collapsible sprites "shielding" areas so only an explosive triggers the sprites underneath. There's huge blank areas around most of the sprites so their hitboxes are much larger than they look in-game, to ensure the whole effect triggers together. It's cool because you can blow small holes in the tanker with any weapon, but only an explosive will trigger the biggest hole and soaking. The animated puddle on the floor is actually a texture, with the sector dropped very slightly lower than the rest of the road, overlayed with a transparent red-paletted plain white sprite to get the colour right, and then covered with collapsible floor-aligned road texture sprites. The whole thing is janky as hell and took a lot of trial-and-error to put together, with one caveat being that the Devastator rockets don't trigger the effect properly as their explosive radius is too small - I think my workaround for this will simply be not to let the player get this weapon until after this early part of the mod! I know I could adjust the radius via CON but I don't want to mess with the weapons too much for now.
Hmmm, not sure if this is EDuke feature/version dependent thing, but at least in the current releases, if you blow up a hi-tagged sprite, all of the sprites with the same hi-tag will also collapse. Seems on the screen that you do use this, so not sure why only some would trigger with devastator/smaller hitboxes.
BTW, the amount of walls used for that is insane indeed, triggers my OCD an makes me feel like damn Scrooge when I overthink adding an extra 6 walled sector for something