Swimming?

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madmax41

Swimming?

Post by madmax41 »

Hi, I have a lot of water in my map that I am making. I am kinda new at this. This question might be stupid -- but are the characters supposed to swim? All of the characters in my map walk on the bottom.
I would appreciate any help. Thanks!

P.S. How do you make regions?

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Re: Swimming?

Post by ryukaji »

No the game is not made so that you will swim in water.

Regions: In ZeroEdit click at the top "regions" and then press New and then you have yourself a region
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Re: Swimming?

Post by woner11 »

Is it possible to use scripting and new animations to make them swim?
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Re: Swimming?

Post by ryukaji »

Well then they would be swimming underwater because they don't float.
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Re: Swimming?

Post by tnt_1992 »

couldnt you just do some scripting to make them float in water but not on land?
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Re: Swimming?

Post by Teancum »

Swimming is 100% can't do it impossible. Sorry.

And guys you can't throw out "Can't you just script it" for every difficult question. This is an engine thing, not a lua thing.
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Re: Swimming?

Post by Snork »

I hope this aspect of the game will be fixed in BF3.
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Re: Swimming?

Post by Teancum »

I'm quite the opposite. The last thing I want to do in a large-scale battle game is swim. Leave that to first person shooters and adventure games. Sure, that would be nice, but it's like number 975 of 1000 things I'd like
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Re: Swimming?

Post by MandeRek »

Agree with Tean. For underwater maps, it's still possible to make swimming possible, or even in land maps! No scripting here.. Swimming clones.. I've only seen SCUBA's, the rest doesn't swim at all :P
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Re: Swimming?

Post by White_Bear »

But SCUBAs are using jetpacks in Battlefront, not?
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Re: Swimming?

Post by Teancum »

Yes
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Re: Swimming?

Post by elfie »

for swimming give all the characters jet packs and place a ton of jet jump hint nodes.
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Re: Swimming?

Post by Grev »

Swimming would be possible! Give your unit hover properties, and then give it a negative jump. You would be hovering in water!

Added by [RDH]Zerted since the topic was already locked: Using a negative jump crashes the game. I was going to add it as a cool FakeConsole feature that lets you jump into walls, but it doesn't work.
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Re: Swimming?

Post by elfie »

Swimming would be possible! Give your unit hover properties, and then give it a negative jump. You would be hovering in water!
what do you mean by this???
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Re: Swimming?

Post by White_Bear »

Well, don't ask, try it! I'm not sure, if this works, but if, I'm sure, it would look like a swimming unit. :)
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Re: Swimming?

Post by Teancum »

Swimming is NOT POSSIBLE. You can do some really crappy hack job with no animations if the whole thing were underwater and you never were out in the air, but you can NEVER make swimming possible. It won't look any better than it does with just a jet jump animation (if that's all you want, make it so fuel never goes away).
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Re: Swimming?

Post by Grev »

elfie wrote:
Swimming would be possible! Give your unit hover properties, and then give it a negative jump. You would be hovering in water!
what do you mean by this???

Um, I mean just what I wrote.
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Re: Swimming?

Post by White_Bear »

I think, Tean is right. Try out, what you want.
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Re: Swimming?

Post by Xavious »

Grev wrote:
elfie wrote:
Swimming would be possible! Give your unit hover properties, and then give it a negative jump. You would be hovering in water!
what do you mean by this???

Um, I mean just what I wrote.
That wouldn't work. I've never tried giving a character a negative value for their jump height, but my guess is that either the jump wouldn't work or you'd jump down through the terrain.
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Re: Swimming?

Post by Maveritchell »

Teancum wrote:Swimming is NOT POSSIBLE.
Of course it's possible! All you have to do is script a unit to be replaced by an autospawned vehicle with hover properties every time it goes on water, triggered by a region placed over the water, and make sure the unit/vehicle has it's own animation, and make sure it goes slightly below the water, and, and, and...

Here's the point, guys. I don't understand why questions like this get too far. There are a lot of things that might be possible if you spent months figuring it out or working it out. Yeah, you could create a hackjob. There's not a huge amount we're limited by.

BUT

Why do people have a hard time understanding practicality vs. feasibility? Unless something's going to add to gameplay enough to make it worth the time, don't invest in figuring it out. For example, the "solution" I wrote above is viable, but it's absolutely twisted, convoluted, and not worth the effort.
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