These explosions can be activated by a Switch or Touchplate.
Place as many
OOZFILTER explosives tagged
[Channel,DelayExplosion] as you want. For
DelayExplosion, a value of 30 = 1 second. If you want to make the explosives intangible in the game, shrink them horizontally (x-wise) as much as possible. Raise each one to the height at which you want it to explode. Each
OOZFILTER must have a Lo-Tag value or else it won't visibly or audibly explode (although it will still shake the screen and spawn debris). It is also recommended to assign time-delay Lo-Tag values to linked tangible explosives, because in the case of multiple tangible explosives, only the one with the largest sprite number will visibly and audibly explode. Place a
D[0,Channel] in just one sector containing a
OOZFILTER explosive (the
Channel will link the rest of the explosives together). Place either a
T[0,Channel] or else a Switch tagged
[ActivationSound,Channel] somewhere in the map (to trigger the explosion).
Note: You can link a
OOZFILTER explosive tagged
[Channel,DelayExplosion] to an
S[Channel,13]. When you activate the trigger, the
OOZFILTER (tangible or intangible) will also activate the