Hipnotic exploding walls
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autolycus
autolycus@planetquake.com

Exploding walls are quite easy.  To make things easier to change, I use multiple triggers connected to one main trigger, to control all the separate events.

First, create the hole in the wall, and the part of the wall that fits into it (which will "explode").  Turn the exploding part of the wall into a func_wall and give it a targetname of "wall_normal".

Then you place a trigger_once covering the area of the wall that will explode, with a health value of what you feel appropriate.  This is the main trigger.  Give it a target of "wall_trigger".

Then, place another trigger_once with a targetname of "wall_trigger".  Instead of filling in the Target field, fill in the KillTarget field, and give it a value of "wall_normal".  This kills the portion of the wall that explodes.

Place another trigger_once with a targetname of "wall_trigger", and give it a target of "wall_explo".  This sets off the explosions.  You must place func_exploders around the explosion area, and give them targetnames of "wall_explo").  In the example, I made two sets of exploders, the second set being "wall_explo2".  I gave the second set a delay of "0.3", to make the explosions a little longer.  This is optional.  You also have the option of setting the ammount of damage each explosion will cause.

Place yet another trigger_once with a targetname of "wall_trigger", and give it a Target value of "wall_rubble".  This (obviously) makes the rubble from the blast.  You'll have to place a few func_rubble's around the blast area, and give them targetnames of "wall_rubble"  In the example, I used func_rubble2, but you can choose from func_rubble1 and func_rubble3 also.  Using just func_rubble will cause randomly sized chunks of rubble to be generated.  Be sure to set the number of chunks per trigger for each func_rubble.

For effect, you can also place a func_earthquake, and trigger it in the same way as mentioned above.