Buildings underwater

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PsYcH0_]-[aMsT3r
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Buildings underwater

Post by PsYcH0_]-[aMsT3r »

This may be a stupid question, but is it possible to make buildings underwater not be filled with water? If it requires new models that fine with meh :wink:.
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Re: Buildings underwater

Post by FragMe! »

Water has one top height and is pretty much infinite underneath (well until it reaches the bottom of the map limits) so once a building is under the water height you specify in ZE it is filled with water
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Re: Buildings underwater

Post by PsYcH0_]-[aMsT3r »

Dang, never mind then.
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Re: Buildings underwater

Post by Fiodis »

Does it go through terrain? Because if it doesn't, you could make a mound, then a house inside it. But I suppose it does go through terrain, so nvm.

Wait....possible work-around idea, probably won't work but meh, whatever.

Would it be possible to place an object below the map limits? Like, you make a ditch below the water, and put a house in it. Then, via LUA or something, you set the map floor to be just above the house. Finally, you make a teleporter that takes you into the house, and one that takes you out. Would that work?
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Re: Buildings underwater

Post by Sky_216 »

Fiodis wrote:Does it go through terrain?
Yes.
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Re: Buildings underwater

Post by Fiodis »

That kills my idea, then.


EDIT - IDEA! Ok, so you place a building underwater. Then you munge it and go in it and you drown and you say, "AW! Why does water have to drown me? How could I possibly make a building underwater?"

Well, Fiodis will tell you how. It will look sloppy, though, just warning you.

Answer: inside the building, make a healing region that heals you at the same rate the water hurts you! I know healing regions are possible because I've seen them discussed in the DMI threads. Just death regions with negative values. (I think.)

Anyway, the end result will be an underwater building that you can go into without drowning. The only problem that I see here is, like I mentioned above, the visual one. I can't think of a way at the moment to stop the building from looking like it's underwater. However, if all you want is a building that is underwater and that you can go in without dying, that's how you'd do it.

Any problems with this idea? (Or than the visual one?)
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Re: Buildings underwater

Post by Tourny »

You could couter-act the color of the water using lighting. If the water is blue, say, make it orange. I think. Whatever the opposite of blue is (which IS orange, but I'm not sure what BF2 thinks it is) and on top of that, you could make it SNOW and then you couldn't possibly be underwater because it doesn't snow underwater, now, does it?
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Re: Buildings underwater

Post by Fiodis »

Ok, my idea + Tourny's idea = underwater building. Right?
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Re: Buildings underwater

Post by Caleb1117 »

Tourny wrote:You could couter-act the color of the water using lighting. If the water is blue, say, make it orange. I think. Whatever the opposite of blue is (which IS orange, but I'm not sure what BF2 thinks it is) and on top of that, you could make it SNOW and then you couldn't possibly be underwater because it doesn't snow underwater, now, does it?
Except you ARE in water, and you drown.

The concept depends heavily on what PsYcH0_]-[aMsT3r was specifically trying to accomplish.
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Re: Buildings underwater

Post by Fiodis »

You won't drown if, like I said, you put in a healing region that negates the drowning (death?) region. So, if Tourny's idea works and if mine works, the result is a building that looks like it's not filled with water yet is positioned underwater, and that you don't drown in.
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Re: Buildings underwater

Post by Sky_216 »

Caleb1117 wrote:Tourny wrote:
You could couter-act the color of the water using lighting. If the water is blue, say, make it orange. I think. Whatever the opposite of blue is (which IS orange, but I'm not sure what BF2 thinks it is) and on top of that, you could make it SNOW and then you couldn't possibly be underwater because it doesn't snow underwater, now, does it?

Except you ARE in water, and you drown.

The concept depends heavily on what PsYcH0_]-[aMsT3r was specifically trying to accomplish.
Not to mention you can't shoot.

Really, this is much easier to do if your using fake water (effects + lighting).
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Re: Buildings underwater

Post by Fiodis »

What if you gave a unit shootable weapons, like the Droideka's?

And fake water...with death regions added.....

Yeah, that's better. The only problem is that it won't have the same properties as water (unshootable weapons outside of the building, splashes, vehicles hovering above it, etc. would all be missing). So it really depends on what PsYcH0_]-[aMsT3r wants to do with the rest of his map.
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Re: Buildings underwater

Post by Silas »

the healing region idea will work, but there will also be the annoying flashing red danger thing.

What i suggest for an underwater building is one in the face of an underwater rock wall, using terrain cutters. The water wont be inside if you do not include water near the rock wall. That's the best thing to do for a non-flooded building.

You could also try a teleporter to a hidden, above ground exact replica. Just some suggestions
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Re: Buildings underwater

Post by Master_Ben »

Hidden/Spoiler:
WaterDamageInterval = "0"
WaterDamageAmount = "0"

Edited from droideka odf. Hopefully this would work on an average unit and get rid of the flashies. I remember seeing this on some custom unit I downloaded once.
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Re: Buildings underwater

Post by Fiodis »

I believe I saw something in the BF2 Limitations thread about how it's impossible to get your guy not to drown. Still, this thread proves that there are ways around it; thus it's not completely impossible.

I'm not sure about that Droideka thing, though.
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Re: Buildings underwater

Post by AceMastermind »

This topic was answered in the second post.
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