I scripted the behavior of this asset and its sub-components
The weak wall is used throughout the game and has multiple visual variants to match the setting it is placed in. Sometimes this asset was triggered by level logic, but they could also be standalone with the intention that the player takes them down. Only certain explosives are able to trigger the destruction of this wall - player abilities are not sufficient.Â
States
Intact (Default): The weak wall has cracks running along the surface and can be destroyed if an explosive is detonated near by
Disabled: The cracks are not visible and the wall is not able to be destroyed by anything. This state was generally used when the wall break was triggered by level logic
Destroyed: The wall has been destroyed and the player can pass through the opening it was blocking
More
Weak Walls could be destroyed by a number of things including: Ballistas, Explosive Barrels, Gaatlok Barrels, and Fade Tear Traps
There were a number of visual variants of this asset so that it would fit in in various regions
There was also a small variant for tighter passages