Takeoffyouhoser Posted October 4, 2002 Share Posted October 4, 2002 I remember playing a level in Deus Ex when I had to go in this lab area that was flooded with water. Now, I am not worried about the shock effect in the water because i'm almost certain that is trigger_hurt. My main querry here is how do I make crates float like in this level? Is it scripting? Link to comment Share on other sites More sharing options...
Emon Posted October 5, 2002 Share Posted October 5, 2002 Not really sure. What happens if you put a func_group or a func_static in water? Does it sink, float, bob up and down? I have no clue, you'll have to find out. I'm not sure if the Q3:TA engine has those kind of physics by default (Unreal engine physics were always better than Quake), or if you have to set it up for that. What about a func_bobbing? Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted October 5, 2002 Author Share Posted October 5, 2002 Func-Bob sounds right... i'll try it out when i make my lab..... Link to comment Share on other sites More sharing options...
Eldritch Posted October 5, 2002 Share Posted October 5, 2002 Failing a func_bob, you could always use a func_train with a delay so that it *appears* to bob up and down. Might be less complicated than using the func_bob as well. -Anakin Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted October 5, 2002 Author Share Posted October 5, 2002 well, if i make the room " playable" i'll use one of those two methods. But, if i make the room a background scene, like only seen through a window, i'll just fake it all Link to comment Share on other sites More sharing options...
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