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Raising water in UnrealI

Ask UnrealEd 1 mapping related questions, or give hints, tips and tricks
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Rico
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Joined: Sun Mar 13, 2005 3:02 pm

Raising water in UnrealI

Post by Rico »

How can i make Raising water in UnrealI? :-/
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Buster
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Re: Raising water in UnrealI

Post by Buster »

One of the earlier levels in Unreal has water that raises in a pool when a trigger is hit ... but I've noticed that it's only the surface of the water that moves ... there's no "water zone" as such. I don't think you can have a water zone attached to a mover. So, if the water doesn't have to raise too much - put a "zone barrier" that's invisible beneath the moving "sheet" of the water surface. Or something like that ... you just might have to play with it and figure it out. Post your results here - share the "tricks" you learn with the rest of us.
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com

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Keep it Unreal !!
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DieHard SCWS
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Re: Raising water in UnrealI

Post by DieHard SCWS »

I dunno and i never tried it, but if you make a waterzone and do the substract, it should subtract the content, including the waterzone.


You build maps Buster, why not give it a lil experiment :D

The interesting part could be, if the waterzone stays on its place and doesn't move along with the mover, you still will have have a hugh waterzone, cause its all of a sudden missing its boundries :)
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Buster
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Re: Raising water in UnrealI

Post by Buster »

OR - LoLoL ... make the water zone HUGE (just like it's mentioned above) like a lake or something, and have the entire map the mover - like a ship. And the ship sinks when a trigger (the plug) is hit ... have a sign there too: "Don't pull the plug." LoLoL :)
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com

OK - he falls
Keep it Unreal !!
:-)_~
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Pitbull
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Re: Raising water in UnrealI

Post by Pitbull »

Ok I haven't tried this one out yet but it is possible to create rising water. It uses a mover and a water zone and some dispatchers from what I have been reading on the wiki. Go here and read the article posted on the wiki. Yeah I know it says UT, but it will work in unreal to I'm sure.  
[url=http://wiki.beyondunreal.com/wiki/Rising_Water_(UT)]Rising Water[/url]
You will need to add a trigger that unreal doesn't have. The code is posted with the article but I compiled it already in case you don't know how to compile scripts. You can download it here.
[url=http://www.oldunreal.com/usermaps/files/extra/TriggerWaterZone.zip]TriggerWaterZone[/url]
Created by Scott 'Slasher IV' Kircher

Also so you don't have an extra download for your map try embedding the trigger like this. Open up the log window and type
obj load file=WaterTriggerZone.u package=MyLevel and voila the file will save right to the map instead of an extra download. Be sure the package is not loaded when you execute this command. Once you execute the command the file will be located within the regular water zone as a subclass.

On a side note, The wiki rules!!!
[smiley=tongue.gif]
Last edited by Pitbull on Wed Feb 01, 2006 1:22 am, edited 1 time in total.
Upon this rock I will build my church O:-)

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Buster
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Re: Raising water in UnrealI

Post by Buster »

Quote: "On a side note, the wiki rules !!"

I'll see your side note and raise you a side note ... you "rule" pretty dang good yourself partner ... very nice stuff !! The possibilities are endless. :D
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com

OK - he falls
Keep it Unreal !!
:-)_~
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Pitbull
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Re: Raising water in UnrealI

Post by Pitbull »

Quote: "On a side note, the wiki rules !!"

I'll see your side note and raise you a side note ... you "rule" pretty dang good yourself partner ... very nice stuff !! The possibilities are endless.  :D
Indeed the possibilities are endless. I'm working on something else again. I've got to get this working. I have however figured out how to make it in unread ed 3 and port the heightmap back. But click this link to see what I'm talking about

http://www.silveribex.com/mt/archives/000043.html#more
Upon this rock I will build my church O:-)

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