View unanswered posts | View active topics It is currently Wed Dec 25, 2024 7:40 pm



Reply to topic  [ 112 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8  Next
 Hydro Plus: Water Mod 
Author Message
User avatar

Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
Reply with quote
Post Re: Hydro Plus: Water Mod
Quote:
also, i wonder if you could make the water have a thin layer (i particle thick) of "water" that would splash when you jumped in and out... like dynamic water, but only the top. of course, these particles would be sharpness 0 and would not exist over things in the foreground like bunker peices. idk maybe that is too ambitious... but wouldnt that be awsome?


That idea would lag terrible, but there is some dynamic particles when you enter and exits the water.

Image

Image

The particles are easier to see ingame, and wow the first aquanought is a acrobat!

And also when you just move in water.

Image


Sun Aug 15, 2010 6:58 am
Profile
User avatar

Joined: Mon Jun 28, 2010 10:06 pm
Posts: 461
Location: STEPPING INTO THE RING
Reply with quote
Post Re: Hydro Plus: Water Mod
what if they didnt collide with each other... would that help with the lag? I mean then the calculations would be at least halved.


Tue Aug 24, 2010 1:16 am
Profile

Joined: Sun Oct 11, 2009 7:47 pm
Posts: 132
Reply with quote
Post Re: Hydro Plus: Water Mod
MOPixels cannot collide with each other. If you set them to then the game crashes randomly.


Tue Aug 24, 2010 1:34 am
Profile WWW
User avatar

Joined: Mon Jun 28, 2010 10:06 pm
Posts: 461
Location: STEPPING INTO THE RING
Reply with quote
Post Re: Hydro Plus: Water Mod
hmmmm *imagines gun that can shoot a bullet out of the air, then realises that the idea came from a post saying that was impossible. Idea dies*


Thu Aug 26, 2010 12:10 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Hydro Plus: Water Mod
You wouldn't have to use an MOPixel for that, though. One of the benefits of having the guns able to fire pretty much anything.


Thu Aug 26, 2010 7:23 am
Profile WWW

Joined: Tue Aug 03, 2010 4:51 pm
Posts: 32
Reply with quote
Post Re: Hydro Plus: Water Mod
Would it be possible to generate a thin layer of terrain made with water atoms at the surface every once in a while? So that crafts will recognize the water surface as terrain and drop troops at the water's surface as opposed to the bottom.


Sun Aug 29, 2010 12:26 pm
Profile
User avatar

Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
Reply with quote
Post Re: Hydro Plus: Water Mod
Quote:
Would it be possible to generate a thin layer of terrain made with water atoms at the surface every once in a while? So that crafts will recognize the water surface as terrain and drop troops at the water's surface as opposed to the bottom.


I think it would be better and less hackish, if I just made so that AI controlled dropships that has the "drop cargo" AI mode on, would just open their hatch when just above water, and telling them to stop lowering their altitude.


Last edited by akblabla on Sun Aug 29, 2010 12:50 pm, edited 1 time in total.



Sun Aug 29, 2010 12:49 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Hydro Plus: Water Mod
There isn't really a terribly easy way to do that. You might be able to do it with some shenanigans involving settling objects though.


Sun Aug 29, 2010 12:49 pm
Profile WWW
User avatar

Joined: Sun Dec 19, 2010 10:53 pm
Posts: 423
Location: UPLAND DRUUD
Reply with quote
Post Re: Hydro Plus: Water Mod
its awesome and btw what vehicle is your profile thing


Wed Dec 22, 2010 7:11 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
Reply with quote
Post Re: Hydro Plus: Water Mod
It is a Manta. Use the search to find it, it's good practise.


Wed Dec 22, 2010 7:22 pm
Profile

Joined: Sun Dec 19, 2010 4:04 am
Posts: 5
Reply with quote
Post Re: Hydro Plus: Water Mod
Does this work with b24?


Thu Dec 23, 2010 6:15 am
Profile
User avatar

Joined: Wed Feb 17, 2010 12:07 am
Posts: 1545
Location: That small peaceful place called Hell.
Reply with quote
Post Re: Hydro Plus: Water Mod
Yes it does.


Thu Dec 23, 2010 7:25 am
Profile
User avatar

Joined: Fri Sep 03, 2010 1:53 am
Posts: 67
Location: Philippines
Reply with quote
Post Re: Hydro Plus: Water Mod
Hey can someone show me a .gif of that "Vertical Water" thing, I wanna see it.


Thu Dec 23, 2010 7:58 am
Profile

Joined: Fri Dec 24, 2010 12:43 am
Posts: 23
Reply with quote
Post Re: Hydro Plus: Water Mod
Some editing to the .ini files are required to make this B24 compatible, I think. Problem is, I'm not quite sure which .ini file I should be editing, or where it is. Well, I think I know, but I'm not sure enough to risk screwing up my Base.rte files. Could someone explain what I should be editing and where?


Fri Dec 24, 2010 3:12 am
Profile
User avatar

Joined: Wed Feb 17, 2010 12:07 am
Posts: 1545
Location: That small peaceful place called Hell.
Reply with quote
Post Re: Hydro Plus: Water Mod
Im pretty sure that this mod is Compatible... I was just playing with it a few days ago on B24.

Have you tried it yet? Have any errors shown?


Fri Dec 24, 2010 3:27 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 112 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8  Next

Who is online

Users browsing this forum: Google [Bot]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.248s | 15 Queries | GZIP : Off ]