Quote: "Ah ok! the mention of the water at the lowest level was not mentioned before, I was doing it on the default level which is 5 I think."
There are 5 "sub terrain" levels, so the default is really number 6 unless you count the first one as 0 instead of 1.
Actually, I think Lee did mention it in a thread once, but it wasn't an announcement or anything.
That was when he was telling us about what X10 would be able to do and what it wouldn't.
It was a pre-release thread I think. Oh well, you know now.
Quote: "Have you tried this with a timer? "
No, I haven't, but I will eventually.
Quote: "so a large room fills slowly over say 3 levels?"
I;m not sure about that one since the water level caps at 100.
I think you will only get one levels worth. I'll try it.
Quote: "If so I would love to see the code and try this out."
I will share the script as usual.
Edit
I was wrong about the one level thing... (check out the video)
I made a tower (stacked a prefab and removed floors)
This allowed me to start at the default level but look down into a room that was 6 stories high.
I used my 2 trigger method above for raising and lowering and set the factors at 1 for lowering and 550 for raising.
It worked perfectly, and you could see the water go from the bottom to the middle of the highest floor.
So our factor needed to be 535 for that raising for the default 6th floor level not 35. (just add 500 when using the default level)
That means if we start at the default ground level and want to flood up to the fourth floor of our buildings (first 3 floors) then we go from 500 to 800.
Water Level Values ... for FPI Scripting
0-100 = sub terrain 5 (bottom)
100-200 = sub terrain 4
200-300 = sub terrain 3
300-400 = sub terrain 2
400-500 = sub terrain 1
500-600 = GROUND FLOOR (Default level)
600-700 = second floor
700-800 = third floor
...and so on.
I made a video but it got corrupted when I tried to convert formats.
I'll try to make another video, and then I'll try the timer.
The process seems slow enough though, almost as if Lee has a built in timer already.
Try playing with it now you know to add 500 to the value to compensate for the sub terrain levels.
Timer Edit
I tried it with a timer and it works great.
Here is the
;Artificial Intelligence Script Conjured
;Header
desc = Raise Water Level Slowly
;Triggers
:state=0,plrwithinzone=1:timerstart,state=1
:state=1,timergreater=100:effectincwaterlevel=1,state=0
;End of Script
for raising water slowly.
Here is the
;Artificial Intelligence Script Conjured
;Header
desc = Lower Water Level Slowly
;Triggers
:state=0,plrwithinzone=1:timerstart,state=1
:state=1,timergreater=100:effectdecwaterlevel=1,state=0
;End of Script
for lowering water slowly.
You can easily adjust the value in the timer to suit your needs.
The current value of 100 = 1 tenth of a second delay for each increment/decrement.
That means it would take a total of ten seconds to fill each level.
A video is attached to show the raise water level in action.
Notice when I step to the left the trigger starts to raise the water. (there was a trigger on right to lower)
Ground floor and sub terrain 3 have yellow wall paper.
The doors are good indicators for other floor levels.
Player is on default ground level.