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 Water Demo (Not Dynamic!) 
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Water Demo (Not Dynamic!)
Image
Clones Sink.

Image
Dummies Float.

Image
And Bullets are slow'd down and eventually stopped.

And all actors come with Air Breathers for breathing (Coalition Mask), or just don't need to breath.

Image

The "Remove" Variable when set to 1 removes debris as it reaches the surface
so it minimizes the lag after long games. (Default is 1.)

The other two are self explanatory.

The name of the scene is "Lake Magilar".

Oh, and every time you die, a rocket delivers and a new clone pops out.

Again, this is Basic Basicness so don't flame me overly too much,
but the 3 variables are just so fun to play with!

This'd be really fun with a boat! (Just an EXTREMELY
lightweight dropship that can't lift itself, but can move left and right.)


Attachments:
File comment: It's back, for those who want to try it.
Magilar.rte.rar [7.29 KiB]
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Sun Aug 31, 2008 6:51 am
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Post Re: Water Demo (Not Dynamic!)
Testing now...

Edit: This is awesome. Are you going to make any maps using this?


Last edited by CandleJack on Sun Aug 31, 2008 7:05 am, edited 1 time in total.



Sun Aug 31, 2008 6:53 am
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Post Re: Water Demo (Not Dynamic!)
OH GOD OH GOD OH GOD ZALO ZALO ZALO LOVE LOVE LOVE


Sun Aug 31, 2008 7:05 am
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Post Re: Water Demo (Not Dynamic!)
Make a scene that takes place completely underwater.


Sun Aug 31, 2008 7:35 am
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Data Realms Elite
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Post Re: Water Demo (Not Dynamic!)
Sticky Traps, they seem possible now.


Sun Aug 31, 2008 7:43 am
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Post Re: Water Demo (Not Dynamic!)
Foa wrote:
Sticky Traps, they seem possible now.


No, because this is integral to a scene.


Sun Aug 31, 2008 1:28 pm
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Post Re: Water Demo (Not Dynamic!)
Sticky Traps that are integral to the scene are possible now.

Just turn the Damping up.


Sun Aug 31, 2008 4:07 pm
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Post Re: Water Demo (Not Dynamic!)
now all it needs is some kind of dynamicness and it'd be 3 times as awesome.


Sun Aug 31, 2008 5:21 pm
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Post Re: Water Demo (Not Dynamic!)
Hmm, too bad there's no way to calculate volume(correct me if I'm wrong). Because right now a 101 pound battleship would sink, a 25 pound skeleton would float, and 99 pound metal chunk gibs float.

I was messing with drag myself, but hadn't tried floating.


Sun Aug 31, 2008 6:03 pm
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Post Re: Water Demo (Not Dynamic!)
Quote:
now all it needs is some kind of dynamicness and it'd be 3 times as awesome.


You really think .01 fps would be awesome?


Sun Aug 31, 2008 6:30 pm
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Post Re: Water Demo (Not Dynamic!)
Daman wrote:
Quote:
now all it needs is some kind of dynamicness and it'd be 3 times as awesome.


You really think .01 fps would be awesome?


Surprisingly there are other ways of doing things other than making it into millions of tiny objects which then interact with eachother.


Mon Sep 01, 2008 1:09 am
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Post Re: Water Demo (Not Dynamic!)
But that's how CC's engine works, and I don't think Data is going to rewrite it just for water. It might be added in the future, but the engine needs to be optimized more before stuff like that is added.


Mon Sep 01, 2008 1:23 am
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Post Re: Water Demo (Not Dynamic!)
Awesome.


Mon Sep 01, 2008 2:31 am
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Post Re: Water Demo (Not Dynamic!)
Drone_Fragger wrote:
Daman wrote:
Quote:
now all it needs is some kind of dynamicness and it'd be 3 times as awesome.


You really think .01 fps would be awesome?


Surprisingly there are other ways of doing things other than making it into millions of tiny objects which then interact with eachother.



Yeah except calculations are handled engine-side not lua-side.


Mon Sep 01, 2008 3:29 am
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Post Re: Water Demo (Not Dynamic!)
If you made it spawn blue pixels going up with a tiny bit of speed when something enters, it'd have 'splash' effects.
Very minor unless an entire dropship turns to confetti right above it, then you have a problem.


Mon Sep 01, 2008 4:34 am
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