Well, you know the event onExplode? I think that's what it's called... Well what it does, is when something blows it up, like a spear, grenade, rocket launcher, and so on, it activates the output events after onExplode.
Well, I don't like brick damage on, because there's always some tard who's going to wonder off with a tank and blow eveything up, and thats no fun. What I want is something that gets activated the same way onExplode does, but it doesn't actually need to explode, it just needs to be in the same radius that would blow it up if brick damage were actually on.
So if i throw a grenade at a wall, and one of those bricks in the wall has onExplode events, the grenade will activate it if brick Damage is on. But onRadiuloveplode would work even if brick damage is off
You get what I'm sayin'?
another reason i don't like brick damage on is if you have powerful weapons in your minigame, you don't want people to blow through walls like the kool-aid man, but you do want some bricks to die from explosions, it's much easier to have a select few blow up then have to make all the ones you don't want to blow up have onExplode > self > respawn events. (these events look funny anyways, the bricks kind of flash when they get hit)
Another solution to this would be something where you can set bricks to blow up and some bricks not to blow up, maybe a wrench setting or something.