using mystymood...

Posted By: Blink

using mystymood... - 06/26/10 13:42

i have ben playing around with it on my levels. it looks really cool, but i have a problem. my river has the river script on it, and when my character goes under the water, it looks and sounds like a river, but he can't swim. he just walks like normal. i then added a template water map entity in the same space as the river map entity, but it didnt work, he still didnt swim. when the template water entity is there by itself, he swims. any idea what the problem is?
Posted By: alibaba

Re: using mystymood... - 06/26/10 13:47

Did you set the PASSABLE Flag for the river entity?
Posted By: Blink

Re: using mystymood... - 06/26/10 13:48

no, i didnt, i will try that.

edit: tried it, that didnt work.
Posted By: Nidhogg

Re: using mystymood... - 06/28/10 16:30

That particular water template uses a water_level variable default is set at 0.
So you may have to adjust your template to something like the following,

If (player.x <= water_level){activate_swim code;}

Good luck
Posted By: Blink

Re: using mystymood... - 06/28/10 19:32

thanks, where do i add that? i am not sure where to implement that piece of code.
Posted By: Blink

Re: using mystymood... - 06/28/10 23:38

i was trying to bypass doing this by adding a water entity in the same space as the water template entity, but it disables the template water entities.
Posted By: Nidhogg

Re: using mystymood... - 06/29/10 07:37

Originally Posted By: Blink
i was trying to bypass doing this by adding a water entity in the same space as the water template entity, but it disables the template water entities.


Not sure what you mean here, But I think the way to activate your swim code would be to try the following.

In the player movement action try something like this
if (my == ent_river){swim_code;}
Posted By: Blink

Re: using mystymood... - 06/29/10 16:30

ok, that makes sense. i am using the templates, so i would just have to get whatever the name of the swim action is in the templates, and add it there. i will give it a shot. something has to work,lol.
Posted By: Blink

Re: using mystymood... - 06/29/10 23:14

it didnt work, Nidhogg. i added it to the player script, and nothing. i even tried adding it to the template animation wdl where the plBiped01_entity swims, but nothing.
Posted By: Blink

Re: using mystymood... - 06/30/10 00:09

ok..i feel stupid. i finally got it to work. my solution was, i added the template water entity first, then duplicated that entity and gave it the mystymood river action, made it passable, and perfect, he swims, and the water is foggy and murky the way i wanted. wow, if anyone needs this, i can help you.
Posted By: Nidhogg

Re: using mystymood... - 06/30/10 15:25

Good to see you got it working.
Any news about the model you are working on for me.
Posted By: Blink

Re: using mystymood... - 07/02/10 15:12

yes, i promise i will get back on it as soon as possible!
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