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How To: Set up a destructible wall

  • tr3lon1st
  • 17. Sept. 2016
  • 2 Min. Lesezeit

This tutorial will cover the basic setup of a destructible wall. This can be applied to all kinds of situations involving an event and blocks that will be destroyed as a result of that event. In this case, it will be a chunk of a wall being destroyed initiated by a player pressing a button.

The setup is rather simple. All you need is an area of blocks that can be destroyed and an event that triggers the destruction. I chose a candle and turned it around to create a button. But the event could also be another area that acts as a trigger when a player or an NPC walks into it. You could also link an NPC's death to the destruction of a wall. Since all props can now be linked, you can use any prop at your disposal to trigger the destruction of blocks.

You start by putting down the blocks you want to destroy and placing the area you want destroyed on top of them. Make sure you cover the entire space you want affected. The tool will overlap by design. Keep in mind that the Linking Area Tool (9) can only cover rectangular shapes. I cannot guarantee that overlaying Linking Areas will work, which is why I will not recommend it here. Finally, place down the prop or area that is supposed to trigger the destruction.

In order for this to work, you will have to make sure that the settings are set up correctly. There are two places for you to check the settings.

1. In the Advanced Build Settings at the top right corner of your Build Mode UI. It contains the option to "Disable Voxel Destruction". If you want your entire place to be destructible, you can leave this box unchecked. If you only want partial destruction determined by Trigger Areas or no destruction at all, make sure that this box is checked!

2. The options of each individual Trigger Area. Simply right-click the area and pick the "Open Settings" option. This window contains a single drop-down menu allowing you to either allow or block the destruction of the blocks covered by this Trigger Area or simply adapt to the site-wide settings determined in the Advanced Build Settings described above.

Depending on what you want to set up, you can have a site-wide destructibility and leave all the Trigger Areas just the way they are. By default they are set to "site-wide setting". However, if you want specific areas to react differently from your site-wide setting, you will have to either enable or block destruction, depending on your goal here. In our case, we will leave it at "site-wide setting" and allow the destruction of blocks on our entire build site through the Advanced Build Settings.

The TR3TORIALS project provides a collection of tutorials by various authors for the social building game Landmark by Daybreak Games.

© 2016 by TR3LON1ST

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