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FPSC Classic Product Chat / [Free] Water in V1.18

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Message
JRH
19
Years of Service
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 8th Mar 2011 16:18
Quote: "There are no viruses right? "

WHY DON'T YOU DOWNLOAD AND FIND OUT???

JRH

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
girlgamer404
15
Years of Service
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Joined: 8th Mar 2011
Location: Australia
Posted: 8th Mar 2011 16:22
Quote: "WHY DON'T YOU DOWNLOAD AND FIND OUT???"


...
dustofdeath
15
Years of Service
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Joined: 7th Mar 2011
Location:
Posted: 10th Mar 2011 19:41
so, how does it work really (besides the placement etc)... if i add a zone - it covers the whole level - does it allow multiple zones at different "levels".

using 1.18 beta 3 it doesent seem to do anything when i place a zone... no water in the room
Thee is in fact no water at all, even outside... Does it conflickt with Project Blue perhaps?
Threeworlds manager
15
Years of Service
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Joined: 10th Mar 2011
Location: UK
Posted: 10th Mar 2011 23:42
Wow this is amazing this has made my games alot more exciting!

I would like to know when you make products and what products u have for sale now!

-threeworlds

-TWgames-
JRH
19
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 11th Mar 2011 17:41
@SOLO DESIGN
The water is the default FPSC X9 water. It reflects a set cube map.

@girlgamer404
There are in fact NO viruses.

@dustofdeath
Ensure you have V118 B3, at least. Place the 'Water' entity. The water is drawn as a planer across the whole level, and cannot be limited to zones. The zones allow you to activate water in game, e.g. flood a level.

@Threeworlds manager
I have many files available for download from my website. If you look at my forum profile, you may also find some other products.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
CZuley
15
Years of Service
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Joined: 19th Mar 2011
Location: United States
Posted: 21st Mar 2011 15:32
i downloaded it and i can place it down in FPS creator but when i go in-game to see it, its not there...

Chris Zuley =)
CZuley
15
Years of Service
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Joined: 19th Mar 2011
Location: United States
Posted: 21st Mar 2011 15:42
[img]null[/img]

Chris Zuley =)
CZuley
15
Years of Service
User Offline
Joined: 19th Mar 2011
Location: United States
Posted: 21st Mar 2011 15:43
[img]null[/img]

Chris Zuley =)
CZuley
15
Years of Service
User Offline
Joined: 19th Mar 2011
Location: United States
Posted: 21st Mar 2011 15:44
in-game, no water....

Chris Zuley =)
Heywood4lyfe
17
Years of Service
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Joined: 31st Mar 2009
Location: Crewe, Cheshire
Posted: 21st Mar 2011 17:14
Just the thing I was looking for Thanks a lot.

The Fight is over however the war wages on!
Goodman84
19
Years of Service
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Joined: 23rd May 2007
Location:
Posted: 2nd Apr 2011 12:54
my whole map fills when i use it o.O?

hey
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 2nd Apr 2011 15:36 Edited at: 2nd Apr 2011 15:58
JFYI:

FPSC will not allow Waterspeed to be larger than "100." If set larger than 100 it will be reset to 100. The same on the other lower side. I will not allow anything less than 0. For those who don't believe me then check out the code that comes from the source.



Addendum:

Another tip for those who are getting submerged in water.

Do not use the command "waterheight" when you initialize your water.. Instead use "waterheightofzone=" and set it to simply 0. What this does is creates a water height that does not go above the trigger zone used. Therefore the water depth is from the floor to the top of the trigger zone. You can then adjust the height of the water by using the command "waterheight" later on in your level. Also remember that the water will cover everything up to that height. So if you want the player to be out of the water, then create various layers above the trigger zone.


Terry
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 2nd Apr 2011 16:27 Edited at: 2nd Apr 2011 16:31
Just for the fun of it I tested the waterheighttofzone by placing it on the very bottom floor (layer). I then jumped in as player and I was not totally submerged. I was standing up in it. So apparently it does not go all the way to the top of the triggerzone. I assume one could place a larger value to that command to raise the water level some. But still, zero can be a good start. Like anything one just needs to test all the possibilities.


Terry
2Beastmode4u
15
Years of Service
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Joined: 14th Feb 2011
Location: Loading...
Posted: 18th Apr 2011 15:57
Does anyone know why it doesn't work for me? Im useing 1.18 beta 13 So i put it in and poof no water in game?

God help me, Please.
cooldude123 456 7890
15
Years of Service
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Joined: 4th Jul 2010
Location:
Posted: 16th Jun 2011 02:44
help... the player dont start at marker, but in the middle of the room. and u can see the zone ingame, and there is no water
2Beastmode4u
15
Years of Service
User Offline
Joined: 14th Feb 2011
Location: Loading...
Posted: 16th Jun 2011 18:36
Just use a trigger zone, give it the script water.fpi that comes with FPSC and your done.


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators

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