Help Spawn Water
#1
Hello

I searched for water and founded all this in Rust, Karachi and SubBase. But when I try to spawn water, nothing appears, the impacts work, they are FX, Big Grin.Does somebody know how to spawn the real water(the one of rivers and seas)?

Code:
///RUST wc/caves_river_water wc/water_ocean_foam_scrolling wc/water_ocean_solid_scrolling impacts/small_waterhit impacts/large_waterhit impacts/expround_water impacts/shotgun_water impacts/20mm_water_impact impacts/footstep_water explosions/grenadeexp_water //KARACHI wc/usa_can_machine4_lit props/trash_bottle_water2_sixpack props/watermelon_splat wc/water_ocean_foam_scrolling_add wc/water_swimmingpool wc/water_underpass5 water_underpass_stream_dist impacts/footstep_water emt_water_lake cloud_water gfx_falling_water falling_water gfx_falling_water_2 falling_water02 gfx_water_splash water_splash //SUbbase misc/watersplash_med gfx_water_drip_base_small water_drip_base_small water/water_puddle_grow water/waterbottle_destruct c_water wc/contingency_water_dec wc/credits_black wc/estate_water

#2
You try to spawn them like anything else (like trees 'n such)?

Or they aren't models and you would need to edit the map for water (in the Source Engine most *simple* water is a map brush as well and not a detailed model)

#3
Code:
water = spawn("script_brushmodel", (123, 456, 789)); water setModel("c_water");

I don't know. Smile

[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.

#4
(05-01-2011, 12:46)SuperNovaAO Wrote: You try to spawn them like anything else (like trees 'n such)?

Or they aren't models and you would need to edit the map for water (in the Source Engine most *simple* water is a map brush as well and not a detailed model)

Yes, I tried to spawn them like trees and cars, but nothing.

#5
(05-01-2011, 12:55)master131 Wrote:
Code:
water = spawn("script_brushmodel", (123, 456, 789)); water setModel("c_water");

I don't know. Smile

Sorry for double post, that made by computer get stucked, Sad I had to press the off button and restart it.

#6
once in afghan I was trying to find FXs so I created a loop to go through all the current effects in the level

Code:
foreach(fx in level.effects)? { playFX(fx, origin); }

one of them appeared to be water but didn't make any bullet splashes or things like that

#7
(05-01-2011, 15:23)[CoDBOMod]Nukem Wrote: once in afghan I was trying to find FXs so I created a loop to go through all the current effects in the level

Code:
foreach(fx in level.effects)? { playFX(fx, origin); }

one of them appeared to be water but didn't make any bullet splashes or things like that

In afghan there is a water fx, but is part of a destructible model(so is not real water), also, that code give you helicopter water fxs, that is the one that nearly always appears.I did sometime ago a similar code, but it was really laggy.

#8
(05-01-2011, 15:23)[CoDBOMod]Nukem Wrote: once in afghan I was trying to find FXs so I created a loop to go through all the current effects in the level

Code:
foreach(fx in level.effects)? { playFX(fx, origin); }

one of them appeared to be water but didn't make any bullet splashes or things like that
level._effect(s?)
That's useless you can't get the FX name with iPritnLnBold or.. you just can't get the name of the FX.
[Image: 1fxsnb.jpg]

#9
I think you need to put limits. If you have a tree model it's just 1 object. Water is kinda a surface. So you need to put left, right, up etc etc cordinates.



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