Hi YellowAfterlife, as far as I know the in_passable var is only detected when the player is inside or beneath a terrain. Terrains, usually combined with a water shader, are now also used for bodies of water. I have created and uploaded a sample terrain for you to download and experiment with for yourself which is available on my website at: http://www.accgames.com/files/forums/gamestudio/water2b.hmp (64KB). Make sure to set the passable flag on the water terrain when you add it to your level!

In your code, you may also want to move the conditions for the read-only collision variables (in_passable, on_passable, in_solid, or in none of them) so that they are right beneath the c_trace instruction, otherwise the variables will only be set when the player is moving.


For your three water pillars, you should convert them to map entities and then apply the passable flag.

The U,V shifting on the map entity looked fine to me. For the U,V shifting on the cube with the water texture, try converting it into a map entity and using either the material fx_uvspeed or the action you defined as uvtest. Modify the value of the first two skills to define the speed at which the pixels are offset by in the horizontal and vertical direction. You can find more information about U,V shifting in the manual here.

Originally Posted By: bart_the_13th
About the undetected passable block, ty to compile the map with "Create mesh" unchecked.

Unless you are creating an A5/A6 map, the "Create Meshes" flag should always be checked!

Regards,
Dveyee


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