You must use func_water_analog. Check the page here I didn't try it myself and it won't look like expensive water. Since I don't know of a TF2 map using it I can't tell how it would behave.
You must use func_water_analog. Check the page here I didn't try it myself and it won't look like expensive water. Since I don't know of a TF2 map using it I can't tell how it would behave.
i had a quick look at the page it looks like using that entity would mean that im moving the brush.
thats one way of doing it and the first that comes to mind [including mine].
however, just to cover all my options incase the above doesnt work out, is there a way of triggering/simulating a change in water level by triggering a trnsformation in the volume/dimensions of the brush?
well, you could make the water into a func_brush and parent it to a func_tracktrain then will move when triggered or you could parent it to a func_movelinear.
i did this on a map a long time ago (sunk a ship) and it turns the water into cheap no matter what (cheap being when underwater u dont see like u are underwater) but u still have the swimming feeling, but yes func_brush or func_water_analog works
i did this on a map a long time ago (sunk a ship) and it turns the water into cheap no matter what (cheap being when underwater u dont see like u are underwater) but u still have the swimming feeling, but yes func_brush or func_water_analog works
yeah i read about that in the vdc, but was hoping that by the time i got around to asking about that on this forum, that perhaps someoen would tell me that that information was dated and that valve have now made it expsensive water no mater what.
im curious, how is it different underwater when its cheap vs. when its expensive?
well, you could make the water into a func_brush and parent it to a func_tracktrain then will move when triggered or you could parent it to a func_movelinear.
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