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 Hydro Plus: Water Mod 
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Joined: Wed May 20, 2009 3:10 pm
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Location: Århus, Denmark
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Post Re: Hydro: Water modules
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I think it would be cool if you made robot characters (even if it's just the default ones) die when they enter water.


Can do that in couple of minutes. Will be a part of my next update.


Wed Jun 23, 2010 7:18 am
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Joined: Wed Jan 06, 2010 2:17 am
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Maybe extend that by making organic actors start to lose health gradually after a certain amount of time underwater.


Wed Jun 23, 2010 8:06 am
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But make it return to a certain extent when they resurface.


Wed Jun 23, 2010 8:10 am
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Post Re: Hydro: Water modules
BioBen wrote:
Maybe extend that by making organic actors start to lose health gradually after a certain amount of time underwater.


Except Certain actors with Face Masks like the Coalition and Browncoat factions...


Wed Jun 23, 2010 8:17 am
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Maybe extend that by making organic actors start to lose health gradually after a certain amount of time underwater.


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But make it return to a certain extent when they resurface.



Its perfectly possible but then I'll need to learn how to make an array. Never worked with arrays before so it will properly take a while before it's done.


Wed Jun 23, 2010 8:34 am
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Post Re: Hydro: Water modules
Very nice and fun to play around with.

I've had a problem though mostly just on one map where I tried to make the whole thing underwater. For some reason it works fine to a certain point but if you go down far enough then trying to dive deeper just makes you start to go up.
It's not really that much of a problem I guess; just thought I'd point it out.

On another note I don't know too much about lua but how would one check if a weapon is underwater and if it is stop it from firing(flamethrowers) or make something happen when it fires(electrical weapons).
(Sorry if this part would be more suitable to the examples topic you posted)

Edit:
Also I recommend not using TLB's hover boards with these as they(at least for me) crash the game as soon as they touch water.


Wed Jun 23, 2010 6:13 pm
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Post Re: Hydro: Water modules
Would making the water modules be more smaller and square, and telling them to check for nearby empty space to which they could spawn new water modules be possible?


Wed Jun 23, 2010 9:18 pm
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Would making the water modules be more smaller and square, and telling them to check for nearby empty space to which they could spawn new water modules be possible?


Would have done that if possible, but you can't add background with lua (from what i've heard).


Thu Jun 24, 2010 6:35 am
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Post Re: Hydro: Water modules
HOLY @#$! ON A %$@ SANDWICH WITH *&^$^&@% ON TOP! This is awesome! :D
Can someone tell me where to find the Exodus mission?


Mon Jun 28, 2010 7:01 pm
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Well gee, I don't know. Sure, the Scenes forum would be the logical place to look, or, failing that search would probably find it in a couple of seconds, but you know what? ♥♥♥♥ logic.


Mon Jun 28, 2010 7:10 pm
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I may be doing this wrong, but whenever I put all the stuff down, the water doesn't contain in a certain area. It makes an invisible equator around the whole map, and theres water underneath that equator.


Mon Jun 28, 2010 7:10 pm
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Can someone tell me where to find the Exodus mission?


It is in scenes (i think it is on the top). Shouldn't be hard to find.

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I may be doing this wrong, but whenever I put all the stuff down, the water doesn't contain in a certain area. It makes an invisible equator around the whole map, and theres water underneath that equator.


Yeah the mod places a "waterline" on the hole map. It is because it is easy to make third party mods to the water.


Mon Jun 28, 2010 7:23 pm
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Does it curve the trajectory of bullets, or shatter ultra-sonic bullets (as it does irl)?


Mon Jun 28, 2010 7:47 pm
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Then whats the point of the big blue boxes?


Mon Jun 28, 2010 7:54 pm
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Post Re: Hydro: Water modules
For looks.


Mon Jun 28, 2010 8:29 pm
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