These explosions can be activated by a Switch or Touchplate.
Place as many SEENINE
/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 SEENINE
/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 SEENINE
/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 SEENINE
/OOZFILTER
explosive tagged [Channel,DelayExplosion]
to an S[Channel,13]
. When you activate the trigger, the SEENINE
/OOZFILTER
(tangible or intangible) will also activate the S[Channel,13]
.