1. #1

    water problems , no dr needed tho just ur help

    how do u raise water at the press of a button?
    and also can u make water turn on a trigger..somehow..?
    Share this post

  2. #2

    Re: water problems , no dr needed tho just ur help

    Just to clarify, do you literally mean raise the water when the player presses a button the controller?
    Share this post

  3. #3

    Re: water problems , no dr needed tho just ur help

    yes , when a button pressed it will fill a ditch/hole..
    Share this post

  4. #4

    Re: water problems , no dr needed tho just ur help

    Spawn a button trigger, set it to send an impulse to an impulse splitter on press. Then, spawn a curve data source, setting the curve to linear and "enabled" box unchecked. The start value should be zero, the end value determines how high the water rises, and the duration sets how fast it rises.

    Next spawn an object position event, check "enabled" and go to "position Y" and press pick value object (Y) and select your curve data source. Then, go to select event targets and select your water. Next, spawn an interval trigger, with the interval as one tick, the start tick as zero, and "enabled" unchecked. Go to select event/filter and select the object position event. Then check disable after N impulses and make sure the max impulse sent count is equal to the duration (in ticks) of your curve data source.

    Finally, spawn two state events, and connect the first to the interval trigger and the second to the curve data source. And then select the impulse splitter and connect that to the two state events. It should work now. But I may have been stupid and forgot something.
    Share this post

  5. #5

    Re: water problems , no dr needed tho just ur help

    Thanks I will try this out , the next question is can u make water turn on/off a trigger or effect..I was thinking about water putting a fire out...
    Share this post

  6. #6

    Re: water problems , no dr needed tho just ur help

    Originally Posted by Nemesis
    Thanks I will try this out , the next question is can u make water turn on/off a trigger or effect..I was thinking about water putting a fire out...
    Probably, but even if you can't, you could just glue a dummy object to the water surface and have that set off the trigger.
    Share this post

  7. #7

    Re: water problems , no dr needed tho just ur help

    Originally Posted by James24993
    Spawn a button trigger, set it to send an impulse to an impulse splitter on press. Then, spawn a curve data source, setting the curve to linear and "enabled" box unchecked. The start value should be zero, the end value determines how high the water rises, and the duration sets how fast it rises.

    Next spawn an object position event, check "enabled" and go to "position Y" and press pick value object (Y) and select your curve data source. Then, go to select event targets and select your water. Next, spawn an interval trigger, with the interval as one tick, the start tick as zero, and "enabled" unchecked. Go to select event/filter and select the object position event. Then check disable after N impulses and make sure the max impulse sent count is equal to the duration (in ticks) of your curve data source.

    Finally, spawn two state events, and connect the first to the interval trigger and the second to the curve data source. And then select the impulse splitter and connect that to the two state events. It should work now. But I may have been stupid and forgot something.
    This would work for normal objects, but I've tried it on water planes and it doesn't work.
    Share this post

  8. #8

    Re: water problems , no dr needed tho just ur help

    for water planes, you need to get the Y position from a variable data source.
    Share this post

  9. #9

    Re: water problems , no dr needed tho just ur help

    Just use a Physics Joint set to Slider and have a trigger activate the water's physics
    Share this post

  10. #10

    Re: water problems , no dr needed tho just ur help

    Another approach: throw an invisible floating wooden box in the water directly below a trigger.
    Share this post