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Making tanks hover underwater, red water bug

Posted: Mon Dec 29, 2008 10:20 pm
by Fiodis
I tried to edit the Republic's hovertank's odf to allow it to not hover on top of the water. I added the line FloatsOnWater = "0". Munged it, and it didn't work. I can't think of what might be wrong, since this line apparently works with the snail tank that I'm also using.

Hovertank's odf:
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "hover"
GeometryName = "rep_hover_fightertank.msh"

[Properties]

HUDModel = "hud_IFT_shape"

FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
//AvailableForAnyTeam = 1

MapTexture = "fightertank_icon"
HealthTexture = "HUD_rep_fightertank_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

WaterEffect = "com_sfx_waterwake_lg"

GeometryName = "rep_hover_fightertank"
ExplosionName = "rep_hover_fightertank_exp"

AnimationName = "rep_hover_fightertank"
FinAnimation = "rep_fightertank_9pose"

CollisionScale = 1.5
CollisionThreshold = 5.0

MaxHealth = 8000.0

TimeRequiredToEject = "7.5"
EjectResistance = "0.02"
TimeTilReboard = "5.0"

HealthType = "vehicle"

//FirstPerson = "REP\repftrtk;rep_1st_cockpit_fightertank"
FirstPersonFOV = "55"

SetAltitude = 0.5
GravityScale = 4.0
LiftSpring = 4.0 //Suspension tightness. High is a firm rugged ride, low is floaty and smooth
LiftDamp = 3.0 //Shock Absorber. High corrects quickly, low causes it to bounce and over correct alot.

Acceleration = 7.0
Deceleration = 5.5
Traction = 20.0
ForwardSpeed = 9.0
ReverseSpeed = 7.0
StrafeSpeed = 6.0

EnergyBar = 50
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 20
BoostAcceleration = 100.0
BoostFOV = 60


AddSpringBody = "-1.8 1.25 1.7 2.3"
BodySpringLength = 1.0
AddSpringBody = "1.8 1.25 1.7 2.3"
BodySpringLength = 1.0

AddSpringBody = "-1.4 1.25 -2.3 2.3"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 1.2

AddSpringBody = "1.4 1.25 -2.3 2.3"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 1.2

AddSpringBody = "2.4 1.0 -0.4 1.4"

AddSpringBody = "-2.4 1.0 -0.4 1.4"

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 3.0
OmegaZSpring = 5.0
OmegaZDamp = 1.5

CockpitTension = 20

SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 10.0

StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = -0.01
BankFilter = 3.0 //low is slow - How quickly the bank returns to level
LevelSpring = 2.0 //low is slow - the force the restores level
LevelDamp = 1.0 //low is slow - the force that reduces the momentum of the rotation

PCPitchRate = "15.0"
PCSpinRate = "25.0"
PCTurnRate = "30.0"


EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 -5.0" //needs to be chenged back to 0.0 1.0 -5.0 when artists move center point
TrackOffset = "0.0 0.5 6"
TiltValue = "7.0"

PitchLimits = "-8.0 25.0"
YawLimits = "0.0 0.0"


VehicleCollision = "p_vehiclesphere"

OrdnanceCollision = "p_crithit" // critical hit location
OrdnanceCollision = "p_cube"
OrdnanceCollision = "CollisionMesh"

HitLocation = "p_crithit 4.0"

SoldierCollision = "CollisionMesh"

BuildingCollision = "p_cube1"

TargetableCollision = "p_target"

WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = 1

HierarchyLevel = 1
AimerNodeName = "lgun_x"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"

NextAimer = "-"

AimerNodeName = "lgun_y"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "-30.0 15.0"

BarrelNodeName = "Turret_1"
BarrelRecoil = 0.25
FirePointName = "hp_cannon_1"

NextAimer = "-"

HierarchyLevel = 1
AimerNodeName = "rgun_x"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"

NextAimer = "-"

AimerNodeName = "rgun_y"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "-15.0 30.0"

BarrelNodeName = "Turret_2"
BarrelRecoil = 0.5
FirePointName = "hp_cannon_2"

WEAPONSECTION = 2

WeaponName = "rep_weap_hover_fightertank_missile"
WeaponAmmo = 0

AimerPitchLimits = "-30 90"
AimerYawLimits = "-20.0 20.0"

AimerNodeName = "hp_missile_1"
NextAimer = "-"

AimerPitchLimits = "-30 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missile_2"


FLYERSECTION = "TURRET1"

VehiclePosition = "common.vehiclepositions.gunner"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"

PitchTurnFactor = "0.0"

PitchLimits = "-40.0 15.0"
YawLimits = "-180.0 180.0"
TurnRate = 1.8
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 15.0




TurretNodeName ="turret_y"
AimerNodeName = "turret_x"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "turret_barrel1"
BarrelRecoil = 0.25
FirePointName = "hp_gun_1"

//NextBarrel = "-"

//BarrelNodeName = "turret_barrel2"
//BarrelRecoil = 0.15
//FirePointName = "hp_gun_2"

EyePointOffset = "0.0 0.5 3.0"
TrackCenter = "0.0 1.0 -1.0"
TrackOffset = "0.0 0.0 2.0"
TiltValue = "3.0"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

WeaponName = "rep_weap_hover_fightertank_laser"
WeaponAmmo = 0


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_hover_fightertank_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "7.0"
ChunkUpFactor = "0.50"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_hover_fightertank_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "7"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_hover_fightertank_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"

///////////////////////////////////
////DAMAGE//////////////////////
/////////////////////////////

DamageStartPercent = 80.0
DamageStopPercent = 50.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 70.0
DamageStopPercent = 50.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 20.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"

VOUnitType = 124
EngineSound = "interceptorTank_engine_parameterized"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
FoleyFXGroup = "metal_foley"[/code]
Snail Tanks's odf:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "hover"
GeometryName = "cis_tread_tank.msh"

[Properties]
FLYERSECTION = "BODY"
VehicleType = "medium"

ReserveOneForPlayer = "0"

MapTexture = "snailtank_icon"
HealthTexture = "HUD_cis_tank_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5



GeometryName = "cis_tread_tank"

Explosion = "cis_tread_snailtank_exp"
ExplosionCritical = "cis_tread_snailtank_exp"
ExplosionDestruct = "cis_tread_snailtank_exp"
//FirstPerson = "cis\cishlfrd;cis_1st_cockpit_tankdroid"
FirstPersonFOV = "45"

CockpitTension = 35

CollisionScale = 1.0
CollisionThreshold = 4
MaxHealth = 8000.0
HealthType = "vehicle"
HitLocation = "p_-o_crithit 4"

TimeRequiredToEject = "10.0"
EjectResistance = "0.02"
TimeTilReboard = "5.0"

SetAltitude = 0.0
GravityScale = 3.0
LiftSpring = 4.0
LiftDamp = 3.0

Acceleration = 8.0
Deceleration = 10.0
Traction = 50.0
ForwardSpeed = 10.0
ReverseSpeed = 8.0
StrafeSpeed = 0.0
FloatsOnWater = 0

EnergyBar = 100
EnergyOverheat = 20
EnergyAutoRestore = 10
EnergyBoostDrain = 20
BoostSpeed = 25
BoostAcceleration = 10
BoostFOV = 75

AddSpringBody = "0.0 1.6 2.0 2.0"
BodySpringLength = 0.4
BodyOmegaXSpringFactor = -2.0

AddSpringBody = "0.0 1.6 -0.2 2.0"
BodySpringLength = 0.4

AddSpringBody = "-1.50 0.8 3.0 1.0"
BodySpringLength = 0.4
AddSpringBody = "1.50 0.8 3.0 1.0"
BodySpringLength = 0.4

AddSpringBody = "0.0 0.8 -2.0 1.0"
BodySpringLength = 0.4

AddSpringBody = "0.0 0.6 -4.0 0.75"
BodySpringLength = 0.4

NoRandomSpring = 1

VelocitySpring = 4
VelocityDamp = 2
OmegaXSpring = 3.0
OmegaXDamp = 2.0
OmegaZSpring = 6.0
OmegaZDamp = 2.5

PCPitchRate = "15.0"
PCSpinRate = "15.0"
PCTurnRate = "20.0"

SpinRate = 1.0
TurnRate = 1.25
TurnFilter = 10.0
PitchRate = 0.5
LevelSpring = 5.0
LevelDamp = 3.0

EyePointOffset = "0.0 3.0 -5.0"
TrackCenter = "0.0 -12.0 1.0"
TrackOffset = "0.0 16.5 14.0"
TiltValue = "6.0"
NormalDirection = "0.0 -10.0 0.0"

PitchLimits = "-20.0 30.0"
YawLimits = "-0.0 0.0"


WHEELSECTION = 1
WheelTexture = "cis_tank_tread_tracks"
WheelVelocToV = -0.8333333
WheelOmegaToV = 0


WEAPONSECTION = 1

WeaponName = "cis_weap_tread_snailtank_cannon"
WeaponAmmo = 0

AimerNodeName = "aimer_left"
AimerPitchLimits = "-10.0 40.0"
AimerYawLimits = "-20.0 20.0"
FireOutsideLimits = "1"
FirePoint = "hp_gun_1"

NextAimer = "-"

AimerNodeName = "aimer_right"
AimerPitchLimits = "-10.0 40.0"
AimerYawLimits = "-20.0 20.0"
FireOutsideLimits = "1"
FirePoint = "hp_gun_2"


WEAPONSECTION = 2

WeaponName = "cis_weap_tread_snailtank_mortar"
WeaponAmmo = 0

AimerNodeName = "aimer_left"
AimerPitchLimits = "-10.0 40.0"
AimerYawLimits = "-20.0 20.0"
FireOutsideLimits = "1"
FirePoint = "hp_cannon_1"

NextAimer = "-"

AimerNodeName = "aimer_right"
AimerPitchLimits = "-10.0 40.0"
AimerYawLimits = "-20.0 20.0"
FireOutsideLimits = "1"
FirePoint = "hp_cannon_2"




WakeEffect = "Hailfire_wake"



CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_tread_tank_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "com_sfx_dirtspray_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 -.75 3.0"
ChunkSpeed = "5.0"
ChunkUpFactor = "2.0"
ChunkBounciness = "0.75"
ChunkStickiness = "0.5"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_tread_tank_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "com_sfx_dirtspray_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 0.05 1.5"
ChunkSpeed = "9.0"
ChunkUpFactor = "6.0"
ChunkBounciness = "1"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_tread_tank_chunk3"
ChunkNodeName = ""
ChunkOmega = "0.5 0.03 1.0"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkSpeed = "4.0"


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_tread_tank_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "com_sfx_dirtspray_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 -.05 1.0"
ChunkSpeed = "11.0"
ChunkUpFactor = "5.0"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "cis_tread_tank_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "com_sfx_dirtspray_lg"
ChunkPhysics = "FULL"
ChunkOmega = "0.6 -0.05 0.9"
ChunkSpeed = "6.0"
ChunkUpFactor = "1.0"

CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "cis_tread_tank_chunk6"
ChunkNodeName = ""
ChunkOmega = "3.0 2.0 2.0"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "com_sfx_dirtspray_lg"
ChunkPhysics = "FULL"
ChunkSpeed = "12.0"
ChunkUpFactor = "6.0"

CHUNKSECTION = "CHUNK7"
ChunkGeometryName = "cis_tread_tank_chunk7"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 -1.0 1.0"
ChunkSpeed = "4.0"
ChunkUpFactor = "6.0"


CHUNKSECTION = "CHUNK8"
ChunkGeometryName = "cis_tread_tank_chunk8"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = ""
ChunkPhysics = "FULL"
ChunkOmega = "0.1 0.0 0.08"
ChunkSpeed = "0.2"


AISizeType = "MEDIUM"
//MovingTurnOnly = 1

//SuspensionNodeName = "CIS_tank_Droid_center"
//SuspensionLeftArmNodeName = "armL"
//SuspensionRightArmNodeName = "armR"
//SuspensionMaxOffset = "-0.5"
//SuspensionMidOffset = "-0.125"

//////////////////////////
////DAMAGE///////////
///////////////

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = 70.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage3"

DamageStartPercent = 70.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = 5.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageAttachPoint = "hp_damage1"


EngineSound = "cis_tread_hailfire_engine_parameterized"
//HurtSound = "cis_inf_com_chatter_wound"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
FoleyFXGroup = "metal_foley"[/code]
Are there any other lines I have to add or change?

Re: Making tanks hover underwater

Posted: Tue Dec 30, 2008 2:06 am
by AceMastermind
Fiodis wrote:I added the line FloatsOnWater = "0". Munged it, and it didn't work....Are there any other lines I have to add or change?
You failed to add this line to your hovertank odf:
FloatsOnWater = 0
Also, there's no quotation marks around the 0

Re: Making tanks hover underwater

Posted: Tue Dec 30, 2008 10:46 am
by Fiodis
Woah....I couldn've sworn I added that line. :oops:

Ah well.... I added it and munged, and the tank still flys up when I try to bring it into the water. This time, I made sure that line was in place. It was, and it still hovers over the water. What could be wrong?

The water appears red. Does that have something to do with it?

EDIT - I tried replacing the Dagobah water with Kashyyyk water. I've done it before, I know how to do it. I followed the tutorial step by step. And the tanks still hover, and the water's still red! How do I at least get rid of the red?

EDIT 2 - Do tanks sink in Kamino water?

Re: Making tanks hover underwater, red water bug

Posted: Tue Dec 30, 2008 11:31 am
by Teancum
I thought the FloatsOnWater variable never worked, but I could be wrong.

Re: Making tanks hover underwater, red water bug

Posted: Tue Dec 30, 2008 11:56 am
by Fiodis
It appears to work with the snail tank, at any rate.

Re: Making tanks hover underwater, red water bug

Posted: Tue Dec 30, 2008 12:00 pm
by Teancum
Yeah, but that's not a hover, it's a sub-class of hover if I recall correctly (which can make a difference). Change the vehicle type to the snailtank's (tread?) and see if works then.

Re: Making tanks hover underwater, red water bug

Posted: Tue Dec 30, 2008 12:10 pm
by Aman/Pinguin
Teancum wrote:Yeah, but that's not a hover, it's a sub-class of hover if I recall correctly (which can make a difference). Change the vehicle type to the snailtank's (tread?) and see if works then.
Actually they both use Hover, "tread" is just used in the file name.

There must be multiple lines which are responsible for not floating on water, just compare your ones with the snailtank ones and adjust them.

Re: Making tanks hover underwater, red water bug

Posted: Tue Dec 30, 2008 12:18 pm
by Fiodis
Sorry if this is basic procedure I'm confused with, but how do I change the vehicle's type? Is it ClassLabel? Because on the snail tank it says "hover".

Re: Making tanks hover underwater, red water bug

Posted: Tue Dec 30, 2008 12:25 pm
by Grev
I'll try to find the .odfs, but I was able to get underwater with a speeder bike. It has something to do with the float/ hover parameters.

Re: Making tanks hover underwater, red water bug

Posted: Tue Dec 30, 2008 12:45 pm
by Fiodis
OMG, a speeder bike would be perfect. Please try to find them, I desperately need to have vehicles underwater.

Re: Making tanks hover underwater, red water bug

Posted: Tue Dec 30, 2008 1:17 pm
by Grev
Ill send you the files. Theres one small glitch though. It only moves forward underwater when you use the acceleration, it should be fixable, since I messed with acceleration and etc.

Re: Making tanks hover underwater, red water bug

Posted: Tue Dec 30, 2008 2:37 pm
by Fiodis
That's ok.

Anyone know why the water is blood-red?

Re: Making tanks hover underwater, red water bug

Posted: Wed Dec 31, 2008 12:13 pm
by YTGTangerine
Fiodis wrote:That's ok.

Anyone know why the water is blood-red?
I'm no expert when it comes to adding water (or when it comes to just modding) but make sure you have all your FX and water textures where they should be in the LUA or whatever. Thats all I can think of.

Re: Making tanks hover underwater, red water bug

Posted: Wed Dec 31, 2008 1:06 pm
by Fiodis
Kas2_water.tga is in dataSUB/worlds/SUB/world1 and the PC folder from KAS assets is in dataSUB/worlds/SUB/effects, just like the tutorial says.

You need to edit your LUA? Why?

Re: Making tanks hover underwater, red water bug

Posted: Wed Dec 31, 2008 2:22 pm
by YTGTangerine
Fiodis wrote:Kas2_water.tga is in dataSUB/worlds/SUB/world1 and the PC folder from KAS assets is in dataSUB/worlds/SUB/effects, just like the tutorial says.

You need to edit your LUA? Why?
I'm not positive but I always thought you had to put something in your LUA when you add water, but I might be wrong.

Re: Making tanks hover underwater, red water bug

Posted: Wed Dec 31, 2008 3:07 pm
by Fiodis
I didn't have to last time I added it in my last map.