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Anthony
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WW flag

Post by Anthony »

I have an idea for flag instead of dying when hitting the water you can drive on it.
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macsforme
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Post by macsforme »

Very few servers actually use the BZW waterLevel setting. Generally it's a mesh face (or multiple mesh faces) with a texturematrix and possibly death physics. The most effective way to implement this might be to create a flag that can turn off the effects of certain physics drivers.
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JeffM
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Post by JeffM »

custom flag and server side death, to be implemented in a future release.
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lol_u died

Post by lol_u died »

I think it'll be cooler to actually drive or Swim in the water... unless of thats what tony ment ;)
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hamburger ham
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Post by hamburger ham »

lol_u died wrote:I think it'll be cooler to actually drive or Swim in the water... unless of thats what tony ment ;)
Although that would be a fairly good idea, what if the water were not to be implemented for death but rather for show or other uses..
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F687/s
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Post by F687/s »

If you dissect some of the more popular maps that have water, you'd realize that most water levels are just either meshboxes or meshes, and not water levels. Mainly because the actual waterLevel definition isn't really specific, at all. So, in order to make it so that you can walk on water with a specific flag, you would have to do as JeffM said: make an object and tag it as water, and then use a server plugin to kill off any people that touch the plane without having the custom flag.

But that would just be walking on water. Actually "swimming", and not floating around with WG, like one map, would take a lot more work. (Well, we would have to add a "swimmable" parameter to the mesh definition, and therefore meshboxes and meshpyrs, add a few BZDB vars to control swimming, add a command-line option to turn on/off swim mode, reconfigure tanks and bullets to act differently while in the water, and before you know it, your client will be playing the Super Mario Bros. underwater theme every time your tank begins to swim.)
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macsforme
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Post by macsforme »

F687/s wrote:Actually "swimming", and not floating around with WG, like one map, would take a lot more work. (Well, we would have to add a "swimmable" parameter to the mesh definition, and therefore meshboxes and meshpyrs, add a few BZDB vars to control swimming, add a command-line option to turn on/off swim mode, reconfigure tanks and bullets to act differently while in the water, and before you know it, your client will be playing the Super Mario Bros. underwater theme every time your tank begins to swim.)
You could make the tank "swim" (horizontally anyway) by using physics drivers to make it slide around on the mesh face.
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oldgregg
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Post by oldgregg »

that is a good idea. i always seem to die is that stupid water!!!
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