Let a destroyed building shake and sink, while its ground is open to units at once
A building that vanishes in one frame looks cheap, and one that sinks slowly while units still cannot walk through it makes paths go the long way round a ghost. This entry gives the motion curve of a collapse, with a shake that dies out, and says when the ground and the building must stop being the same thing.
Why this works
The rules and the picture work on different clocks. Once a building is destroyed, the game must treat it as gone straight away, or units wait for nothing, while the picture takes a moment to show what happened. Splitting the two keeps play fair and the drama visible.
When not to use it
Wrong when the ruin matters, such as a wall that keeps blocking while it burns, a collapsing tower that crushes units or a rubble pile that stays an obstacle. Then the ground must stay closed until the fall is truly over.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a destroyed building shake and sink, while its ground is open to units at once" (read_entry demolished-building-shakes-then-sinks-and-frees-its-ground-at-once) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP