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 Hydro Plus: Water Mod 
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Joined: Sat Nov 21, 2009 5:18 pm
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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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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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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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Location: Århus, Denmark
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Post Re: Hydro: Water modules
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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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Location: Flint Hills
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Post Re: Hydro: Water modules
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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Post Re: Hydro: Water modules
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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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Joined: Sat Feb 13, 2010 5:27 am
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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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Joined: Sat Jan 13, 2007 11:04 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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Joined: Mon Jun 28, 2010 3:54 am
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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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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: Hydro: Water modules
So to swim, you can use any actor right? Because I can't seem to dive.

The water seems too strong for my actors to dive deeper than 1 cm.

This could be my problem but not too sure if the water is just too strong.


Tue Jul 27, 2010 6:19 pm
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Post Re: Hydro: Water modules
it sounds like you've putted to many "water elements" in the map. I am going to fix this later, but for now remember only to place one.


Tue Jul 27, 2010 6:35 pm
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Post Re: Hydro: Water modules
Hey so I just figured out something interesting.

So the map I was using the Hydro module was The Dig in MP3 which has less gravity. So the reason why I couldn't dive was because the gravity was preventing that. Just thought that you would like to know.


Tue Jul 27, 2010 6:54 pm
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Post Re: Hydro: Water modules
That makes sense. Will try to fix that issue. Thanks for reporting


Tue Jul 27, 2010 7:02 pm
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