Page 1 of 1

Water

Posted: Thu Sep 01, 2005 7:01 pm
by Indianajones
How do I make the water on this map flow round a corner this is how it looks at the moment. :cry:

Image

the water is rising up the side and then flows level, do I need to join the 2 water textures together????

Posted: Thu Sep 01, 2005 7:17 pm
by Bjarne BZR
Only texture the top and bottom of water volumes with a water texture, and place nodraw on the sides. And to make a bend, I'd suggest this, but replace the road texture with a water texture.
Also, as it is problematic to make a water volume with patch mesh: place a waterskip textured brush under it.

45

Posted: Thu Sep 01, 2005 8:04 pm
by tltrude
You could also cut those two water brushes at 45 degrees--use common/nodraw on the side faces, but not on the top and bottom faces. One of the face textures will have to be rotated to get the flow direction correct. Also, remember that the water brushes should extend below the bottom of the canal floor--the bottom of the water brush should not be seen, but still textured. It is ok to overlap surrounding brushes with water brushes.

__________
|.\................
|...\________
|....|
|....|
|....|
|....|

Posted: Thu Sep 01, 2005 9:04 pm
by Indianajones
also how can I make it so when you fall in the water you drown.

Posted: Thu Sep 01, 2005 10:06 pm
by Bjarne BZR
Create a file named death_water.scr and place it in the global folder. Then follow the instructions in the comments.

Code: Select all

//*************************************************
//*** death_water script
//*** modifed version of the MOHAA minefield
//*** modifed by Duncan Weir May 2002
//*** The player enters the water, and within 10 secs
//*** if he's still in the water he'll start to drown.
//
//*** The main thread is called by this script and should not be called by the
//*** level script itsself.  Use "exec global/death_water.scr::deathwater_setup"
//*** in your level script and place this script in global.
//
//*** syntax ------------------------------------
//
//	trigger_multiple settings
//	targetname = deathwater<index number for the array of deathwater triggers>
//	#startdrowntime = set to number of seconds a player can be in the water
//                                         before drowning starts // default 10
//	#timetodrown = set to number of seconds a player takes to 
//                                     drown // default 10
//*************************************************
deathwater local.index:

	thread debugtext ("THREAD: deathwater = " + local.index)

	if ($deathwater[local.index].startdrowntime == NIL)
		local.startdrowntime = 10
	else
		local.startdrowntime = $deathwater[local.index].startdrowntime

	if ($deathwater[local.index].timetodrown == NIL)
		local.timetodrown = 10
	else
		local.timetodrown = $deathwater[local.index].timetodrown

	local.radius = 40 // radius of the damage - only in local player area
	thread debugtext ("  Radius = " + local.radius)
	local.damage = 100 / local.timetodrown // calculate damage per second
	thread debugtext ("  Damage = " + local.damage)

	deathwater_loop:
		thread debugtext "THREAD: deathwater_loop"
		$deathwater[local.index] waittill trigger 
		local.sucker = parm.other // gets the player info
		thread debugtext "  deathwater triggered"
		thread debugtext ("  local.sucker = " + local.sucker)
		wait ( local.startdrowntime ) 
		deathwater_drown_loop:
			if (local.sucker istouching $deathwater[local.index] == 1)
			{
				thread debugtext "  Player is drowning"
        			radiusdamage local.sucker.origin local.damage local.radius
				wait 1 // wait 1 second
				goto deathwater_drown_loop
			}
			goto deathwater_loop
	thread debugtext ("END THREAD: deathwater = " + local.index)
end

//*************************************************
//*** setup the deathwater(s)
//*** the level scripts should call this thread
//*************************************************
deathwater_setup:

	thread debugtext "THREAD: deathwater_setup"

	if ($deathwater == NULL)
	{
		thread debugtext "  There is no deathwater in the map!!!"
		local.deathwaters = 0
		goto deathwater_setup_end
	}
	else
		local.deathwaters = $deathwater.size

	thread debugtext ("  There are " + local.deathwaters + " deathwaters in this map")

	for (local.i = 1 ; local.i <= $deathwater.size ; local.i ++)
	{
		thread deathwater local.i
	}
	deathwater_setup_end:

	thread debugtext "END THREAD: deathwater_setup"
end

// text only output if debug mode is turned on
debugtext local.text:

	if (level.debug == 1)
		println local.text
end

Posted: Fri Sep 02, 2005 2:44 am
by Kiko
That is why I love you Bjarne!!! Your my mapping idol!

Posted: Fri Sep 02, 2005 8:10 am
by Bjarne BZR
:shock: :D :oops:

Posted: Fri Sep 02, 2005 3:07 pm
by Axion
For more information on causing damage to players through triggers, read up on this tutorial that covers volume damage:

http://dynamic.gamespy.com/%7Emap/mohaa/t.php?id=46