Water and current. - by Lady Rowena
Lady Rowena on 6/2/2007 at 04:53
For the very first time I added some current to the water in my FM. But I didn't know that the current is added to every water in the level, even in a pool! :D
Is there a way to avoid this?
Sluggs on 6/2/2007 at 05:33
You need to use a different flow brush. Select the flow brush, and where it say's Group < 1 > change it to 2 and then edit it's properties.
Zontik on 6/2/2007 at 08:10
And don't forget to press "Update in world" button after editing!
Lady Rowena on 6/2/2007 at 22:05
Many thanks! :thumb:
ZylonBane on 7/4/2014 at 14:40
Wise from you gwave!
Are there any non-obvious caveats with using flow brushes to give water a player-affecting current? I'm touching up a mission where the player needs to be shoved down a twisting underwater tunnel (the final part of SS2's Many level), and there are several areas where the player comes to a dead stop, even though the flow brush completely encloses the player's location.
Hm, could it have anything to do with the flow brush's time value?
R Soul on 7/4/2014 at 15:39
The player's feet could be touching the ground, which provides some traction. If the tunnel is made using cylinders, the player's phys model could be getting caught by an awkward intersection.
ZylonBane on 7/4/2014 at 18:48
I'm 99% certain that isn't what's happening. In the "dead" areas the player can move around freely, as if in current-free water.
fibanocci on 7/4/2014 at 19:09
What about a screenshot in ShockEd?
Yandros on 7/4/2014 at 20:19
Bit of a hack perhaps, but would it work to set the friction on the floor texture to 0? That way the player should keep on slidin'. Of course it would be better to figure out what's going on.
ZylonBane on 7/4/2014 at 21:19
I'm gathering this isn't a common problem then.