Re: Flowing Water
Posted by Kage_Prototype on
Wed Jul 7th 2004 at 5:12pm
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For Half-Life, I've been trying to create a flowing stream of water (one that the player is totally submerged in, not just standing on) that pushes the player in one direction. I have a func_conveyor (not solid) and a func_water in the exact same position, to create the stream. The problem is that I can't find a good method of pushing the player. Because the func_conveyor is not solid, it won't push the player, so I have to find another way of doing it.
I've tried using a trigger_push (the same size and in the same position as the other two entities), but this only pushes the player a few metres, when I want to keep a steady flow going. I'm completely stuck here. Does anyone have any ideas on what to do?
Re: Flowing Water
Posted by JFry on
Wed Jul 7th 2004 at 5:57pm
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If the trigger_push is the same size as the water it should push you the entire length of it. Try resizing it or even making several different brushes for the trigger_push. Also I'd delete the func_conveyor as its not really doing anything for you. Just sounds like a glitch to me.
Re: Flowing Water
Posted by Campaignjunkie on
Wed Jul 7th 2004 at 6:03pm
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Try putting a solid func_conveyor (might have to use a custom texture) under the non-solid func_conveyor and see if that works. Though I remember some tutorial talking about how that won't work...
But I don't think there's a workaround - in both Half-Life and Opposing Force, the water-slides were always just solid func_conveyors with a water texture on them. If there was an easy solution, Valve or Gearbox would have discovered it.
Re: Flowing Water
Posted by fishy on
Wed Jul 7th 2004 at 7:20pm
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it was still as buggy as hell, but when i wanted to do the same thing, the best i could do to get the effect that you are looking for, was to make lots of thin trigger pushes in the water. i eventually gave up on it.
Re: Flowing Water
Posted by Kage_Prototype on
Wed Jul 7th 2004 at 7:45pm
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Sorry guys, but neither worked. Thanks anyway.
/me goes to redesign map a bit
Re: Flowing Water
Posted by Kage_Prototype on
Wed Jul 7th 2004 at 8:14pm
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I honestly don't remember this even being in Half-Life. Thanks anyway.
Re: Flowing Water
Posted by Kage_Prototype on
Wed Jul 7th 2004 at 8:34pm
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Thats just a trigger_push, which I already know doesn't seem to keep a steady flow, it just pushes you once.
Re: Flowing Water
Posted by Kage_Prototype on
Wed Jul 7th 2004 at 9:02pm
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I just tried it, and the effect it gives is very unnatural. It's lke "push...slow down-push...slow down-push" and so on. Very uneven. Thanks, but I've just decided against making the player go with the flow of the stream -- the level is actually better because of it. In other, words I don't need it. Thanks anyway guys, you've been really helpful. :smile:
Re: Flowing Water
Posted by siron on
Thu Jul 8th 2004 at 3:44am
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i remember reading somewhere that if you use a func_conveyor the texture has to be named scrollwater1.. dunno if that helps.
on a side note, does anyone have a map decompiler that works? i have one, but it gives me some weird error.
Re: Flowing Water
Posted by Atrocity on
Thu Jul 8th 2004 at 3:50am
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you use a texture that has scroll in front of it and it will flow, you can either make it a func_conveyer and set how fast it flows or you can cover all fo the water with a trigger_push and have the direction face the flow of the water meaning as long as they are in the area it pushes them
Re: Flowing Water
Posted by Gorbachev on
Thu Jul 8th 2004 at 4:23am
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The only requirement for a scrolling texture is to have lowercase "scroll" as the first 6 letters in its name.
Re: Flowing Water
Posted by Orpheus on
Thu Jul 8th 2004 at 7:52am
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all decompilers produce errors.. i feel its supposed to be this way so i never complained about them myself.
its not a crime to decompile, the crime is borrowing the results.
Re: Flowing Water
Posted by DocRock on
Thu Jul 8th 2004 at 5:54pm
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Easy.
Make your water. Give it rendermode texture 180. Set the angle of the texture so that it flows the way the water flows.
Underneath, make a thin func_conveyor. Give it a rendermode texture 0. Set angle you want the push to push you. Don't check not solid or no push flags.
Underneath that, make your underwater brush..dirt, rock, whatever.
Compile and see.
Re: Flowing Water
Posted by Leperous on
Mon Jul 12th 2004 at 11:56pm
Posted
2004-07-12 11:56pm
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Do what JFry said back at the beginning, but make the push stronger. Read the waterfall tutorial I wrote, as that is how to do it, but note that if the player is standing on the floor then they won't move if the current isn't strong enough to overcome the limiting friction...
Re: Flowing Water
Posted by Leperous on
Tue Jul 13th 2004 at 10:58am
Posted
2004-07-13 10:58am
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Ok, then do what they actually did do in undertow- make a 'not solid' func_conveyor in the same space as an invisible func_water, with a conveyor speed of 150 or more.
Re: Flowing Water
Posted by Kage_Prototype on
Tue Jul 13th 2004 at 12:13pm
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2004-07-13 12:13pm
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Again, I've tried this. But because the func_conveyor is "no solid", it
doesn't push. The map seems to use a trigger_push, which like I said,
does not keep a steady flow.
I'm just repeating myself here Lep, read the whole thread before suggesting answers over and over. :smile:
Re: Flowing Water
Posted by beer hunter on
Wed Jul 14th 2004 at 1:41am
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One method i've used is a func_train with Render Mode set to Texture and FX Amount set to 0 so its invisible, make the train cover the water in the vertical plane and have it constantly run thru the water or use some triggers to start if off when a player enters the water.
Theres some drawbacks with this but is was ok in a single player level, never tried it in multi player although func_trains usually cause lag.
Re: Flowing Water
Posted by Leperous on
Wed Jul 14th 2004 at 10:28am
Posted
2004-07-14 10:28am
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This is strange, I seem to recall Undertow's river pushing you but it doesn't do that anymore (ever?), so sorry for repeating myself :argh: It would appear there is no way to push the play while he is underwater- trigger_push and func_conveyor are the only 2 normal methods I know of pushing the player and if neither works... Have to do it another way, e.g. how beer hunter's suggestion with the func_train. Doc's method wouldn't work if you want people to be able to go underwater as you could "walk on water" and stop the pushing.
Re: Flowing Water
Posted by JFry on
Wed Jul 14th 2004 at 12:30pm
Posted
2004-07-14 12:30pm
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I know I'm a little late seeing as you've redesigned your level but I figured I'd say it anyway. It appears the trigger push doesn't function correctly if the player is submerged in water at the same time as the trigger push. However it should work if you lower your water to where he isn't submerged. I dunno if that fits what you had in mind and there is a good chance you already know this. Nah well!
Re: Flowing Water
Posted by Kage_Prototype on
Wed Jul 14th 2004 at 1:25pm
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I appreciate the help guys, but I don't need it anymore really. :smile: Thanks again.