Author
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Topic: Moving through vertical water surfaces
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kruno Junior Member Posts: 2 From:Germany Registered: Jan 2001
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posted 01-15-2001 04:10 AM
Hi !I am trying to make a level which includes a non-water room which is horizontally connected to a water room, so that you can freely move between them. Now you can automatically move from the non-water room to the water room, but not in the opposite direction: Lare doesn't get through the vertical water surface while in the water. I tried the following: I placed a 1x1 room as doorway between the rooms and filled it with water. Then I created a flipped version with no water. In the water room I placed a partial trigger for the flipmap and the complementary trigger in the non-flipped doorway. That way Lara swims into the doorway and once there, the water is drained away and Lara falls to the floor. Now I have to do something to rewater the doorway so this can work again. A FLIPOFF on the non-water side doesn't work, the doorway stays unwatered. I placed a FLIPOFF on the water side and this does the job: when Lara approaches from the water-side multiple times, she breaks through the water surface. My question: why doesn't the FLIPOFF doesn't work from the non-water side although the same trigger apparently works from the water-side ? Kruno IP: Logged |
runningonair Member Posts: 129 From:London, UK Registered: Jan 2001
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posted 01-15-2001 05:20 AM
I've got to say that this sound's like a really good idea. But I'm not surprised you'er having problems. I'm trying to think if core did it anyware. Maybe it's not possible?IP: Logged |
Raider of Tombs Member Posts: 442 From: The mining ship Red Dwarf Registered: Dec 2000
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posted 01-16-2001 01:54 PM
I don't mind that it's a one-way thing, but what I would like to know is how to stop her from going from the floor of the first (non water) room, to the top of the water room. I just want a smoothe transition. (like stargate) alas, since this was definitely not in TRLR, I doubt it will ever be done.IP: Logged |
Gum Drop Member Posts: 1414 From:England Registered: Jan 2001
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posted 01-16-2001 02:19 PM
Does the room on the otherside have to be FILLED with water?How about using water textures on the door to make a wafer thin void?------------------ Made with orange and fine old cognac brandy! IP: Logged |
Striffelbuur Member Posts: 274 From:Amsterdam, NH, Netherlands Registered: Dec 2000
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posted 01-16-2001 02:25 PM
Hiya, quote: Originally posted by Raider of Tombs: I don't mind that it's a one-way thing, but what I would like to know is how to stop her from going from the floor of the first (non water) room, to the top of the water room. I just want a smoothe transition. (like stargate) alas, since this was definitely not in TRLR, I doubt it will ever be done.
You could try to use cameras to take the attention away for the few moments of this transition; if you don't make the ceiling too heigh, Lara won't have moved too much from the position where the player thinks she is... Best regards, Striffelbuur.
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runningonair Member Posts: 129 From:London, UK Registered: Jan 2001
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posted 01-17-2001 03:49 AM
maybe you could stack water rooms. Too get the size you want.IP: Logged |
kruno Junior Member Posts: 2 From:Germany Registered: Jan 2001
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posted 01-17-2001 07:09 AM
Hi again !I have experimented a little more with my water/non-water flipmap and it still confuses me: on the one hand, once the non-water version is activated, it doesn't seem possible to undo it (Flipoff and Antitrigger for flipmap don't seem to work). But then, Flipoff has some kind of effect when I place it on the water side where the first flipmap trigger is: it allows me to enter the flipped (unwatered) doorway. Without it, this doesn't work. Is there perhaps some special procedure necessary to deactivate a flipmap ? Hope you can help Kruno IP: Logged |