So I utilized a quite complex system of switches, triggers, timers, scripting, and explosions to create a pretty convincing destruction effect in Halo 2 anniversary's forge. The trick can be used to create the illusion of destroying or damaging any structure or object- in this case, it's used to blast open doors. Check out the video below, showing the concept being tested for my upcoming map.
The idea was for the trigger to be hidden to make it seem as if the doors were blown open by the force of the explosion rather than the activation of a switch, but this was not done perfectly as you can see in the video. Maybe I'll use the "garage door switch" instead of the glowing yellow trigger and make it look like one of the explosives.
Read the steps below to find out how to set up destruction yourself, or just watch this video (by Zandril).
Necessary Steps:
-Place any number of objects to be destroyed. Set "can despawn" = true, "spawn channel" = 1 for all of them.
-Place timer (on once) that will spawn the object(s) at the beginning of the game (without it, the object(s) will not appear). Set "broadcast channel" = 1 and duration at like 1.
-Place trigger that will activate destruction process. Set "broadcast channel" = 2.
-Place another timer (off once) that will provide inverse functionality for the trigger. Set "can despawn" = true, "spawn channel" = 2, "broadcast channel" = 1. This timer will spawn when the trigger is hit to deactivate channel 1 and despawn the object(s).
Recommended:
-Place any number of 'dummy objects' (destroyed version of main objects that will take its place). Set "can despawn" = true, "spawn channel" = 2 for all of them.
-Place explosives and/or invisible explosion volumes around the object to be destroyed. Set "broadcast channel" = 2 so they blow up when the trigger is hit.
*NOTE: Keep "Place at Start" = TRUE for ALL objects.
This trick is very practical and versatile, and can find some use in maps of any type. I hope to see others utilize it in their creations through the Master Chief Collection's lifetime.
The idea was for the trigger to be hidden to make it seem as if the doors were blown open by the force of the explosion rather than the activation of a switch, but this was not done perfectly as you can see in the video. Maybe I'll use the "garage door switch" instead of the glowing yellow trigger and make it look like one of the explosives.
Read the steps below to find out how to set up destruction yourself, or just watch this video (by Zandril).
Necessary Steps:
-Place any number of objects to be destroyed. Set "can despawn" = true, "spawn channel" = 1 for all of them.
-Place timer (on once) that will spawn the object(s) at the beginning of the game (without it, the object(s) will not appear). Set "broadcast channel" = 1 and duration at like 1.
-Place trigger that will activate destruction process. Set "broadcast channel" = 2.
-Place another timer (off once) that will provide inverse functionality for the trigger. Set "can despawn" = true, "spawn channel" = 2, "broadcast channel" = 1. This timer will spawn when the trigger is hit to deactivate channel 1 and despawn the object(s).
Recommended:
-Place any number of 'dummy objects' (destroyed version of main objects that will take its place). Set "can despawn" = true, "spawn channel" = 2 for all of them.
-Place explosives and/or invisible explosion volumes around the object to be destroyed. Set "broadcast channel" = 2 so they blow up when the trigger is hit.
*NOTE: Keep "Place at Start" = TRUE for ALL objects.
This trick is very practical and versatile, and can find some use in maps of any type. I hope to see others utilize it in their creations through the Master Chief Collection's lifetime.
Last edited: