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 Hydro Plus: Water Mod 
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Joined: Mon Jun 28, 2010 3:54 am
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Post Re: Hydro: Water modules
panzerforce wrote:
Does it curve the trajectory of bullets, or shatter ultra-sonic bullets (as it does irl)?

Too bad it doesn't,but,it does stop them to go deeper in the water
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(isometimescheatonskirmishlul)
FIRST GIF POSTED /O/


Mon Jun 28, 2010 8:53 pm
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Joined: Wed May 20, 2009 3:10 pm
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Location: Århus, Denmark
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Then whats the point of the big blue boxes?


For looks and because i can't just place them with lua (else you should just place the "high" or "low" spec water and the boxes come by them self but Sorry that it isn't possible).


Tue Jun 29, 2010 6:01 am
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Post Re: Hydro: Water modules
you can add here the divers? :grin:


Tue Jun 29, 2010 1:17 pm
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you can add here the divers?


Don't know exactly what you mean, but yes you can dive by pressing crouch.


Tue Jun 29, 2010 1:20 pm
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Post Re: Hydro: Water modules
I think he means he want's diver actors.


Tue Jun 29, 2010 5:23 pm
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I think he means he want's diver actors.


Oh. The problem is just that there is no point of having a diver until a make that actors needs to breath. He would just be an ordinary actor (maybe swim faster).


Tue Jun 29, 2010 5:34 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Also, one or two underwater guns would be neat, to go with a frogman.
Or maybe just a speargun to go with a regular diver. (with permission, perhaps you could implement one of the preexisting impaling spear guns into your mod to give it especially good underwater range)

With effective underwater weapons and better swimming, I think it could be worth making.


Tue Jun 29, 2010 5:51 pm
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Or maybe just a speargun to go with a regular diver. (with permission, perhaps you could implement one of the preexisting impaling spear guns into your mod to give it especially good underwater range)

With effective underwater weapons and better swimming, I think it could be worth making.


That would properly work, but I'm pretty busy with all my other cortex command projects like the phoenix mod and the exodus campaign (Hydro is actually just the water from the second exodus mission in module form. Hydro actually only took one hour)


Tue Jun 29, 2010 6:16 pm
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Post Re: Hydro: Water modules
The Weapons from the Bends viewtopic.php?f=24&t=13996&hilit=thebends&start=0 actually work pretty well under Hydro water. The actors seem rather appropriate as well.


Tue Jun 29, 2010 6:52 pm
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Post Re: Hydro: Water modules
Others can probably add to this mod. Another big thing I'd love to see is the Diver Propulsion Vehicle:
http://en.wikipedia.org/wiki/Diver_Propulsion_Vehicle

A device could help moving faster in the water and enable diving deeper when normal diving is not enough. (Ever tried making a tall map with a very deep underwater area? I did and it was impossible to swim past a certain point without some sort of propulsion equipment.)

I'm a bit busy with OC for CC right now, but I'd like to add some things to this mod myself:
-Better water texture
-Underwater background tile set
-Underground hole modules
-Underwater decorations (Optional)

These items would greatly enhance the visual appearance of the water and further expand the ability to make underwater areas of any size and style.


Tue Jun 29, 2010 7:01 pm
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Post Re: Hydro: Water modules
Maybe a A whale? Or maybe there should be a new type of water, and it automatically spawns fish and other sea life.


Tue Jun 29, 2010 7:22 pm
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Post Re: Hydro: Water modules
Sakiskid wrote:
Maybe a A whale? Or maybe there should be a new type of water, and it automatically spawns fish and other sea life.

That would lag horribly like tiberium does :oops: :oops:


Tue Jun 29, 2010 7:33 pm
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Post Re: Hydro: Water modules
Just throwing out random ideas here:

This mod could easily be turned into acid or lava. Anything that is within the acid and is not immune to it, will get disintegrated slowly. The background would obviously have to be green and instead of water particles, it would spawn tiny smoke particles when someone is swimming in it. Bonus points for turning soldiers into skeletons once their HP reaches 0 accompanied with a cool smoke burst effect when they are changed to skeletons.


Tue Jun 29, 2010 7:43 pm
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Post Re: Hydro: Water modules
numgun wrote:
Just throwing out random ideas here:

This mod could easily be turned into acid or lava. Anything that is within the acid and is not immune to it, will get disintegrated slowly. The background would obviously have to be green and instead of water particles, it would spawn tiny smoke particles when someone is swimming in it. Bonus points for turning soldiers into skeletons once their HP reaches 0 accompanied with a cool smoke burst effect when they are changed to skeletons.

Err,orange pylons do that when they get near it so...IT IS NOT THAT HARD TO DO THEN :P


Tue Jun 29, 2010 7:53 pm
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Post Re: Hydro: Water modules
Major update: See OP


Tue Jul 27, 2010 5:41 pm
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