Sliding Rocket effect (func_water_analog?)

Discussion in 'Mapping Questions & Discussion' started by Niodyne, Dec 15, 2009.

  1. Niodyne

    Niodyne L1: Registered

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    I was messing with func_analog_water using textures that may not work correctly with it... had interesting results. Rockets shot at it didn't explode but instead slid at varying speeds depending on the angle. My first thought/question was is there any maps that make use of this? Like a hockey map with pyros or for placing traps?

    I was thinking about ways to make jump (soldier) maps that utilize this feature. But you'd have to be able to cause your own rockets to explode... or there would have to be an environmental pyro blast.

    Probably not so much questions as possible discussion material. Not sure how many people have encountered this. Friend says some surf maps have it, but I don't play those.

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    Also, what's the easiest way to make moving water like water_analog does, but have it not be solid so I can put real water underneath it? I heard references to making the func_water_analog not solid, but couldn't find a guide for it.
     
    Last edited: Dec 15, 2009
  2. Owlruler

    Owlruler L12: Fabulous Member

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    Yeah, I found this out a few months back, It was fun for a while. But seriously, DON'T try in a jump map, I tried and I hated it jumping felt all weird. Another cool effect with this is shooting stickies into it as demo.
     
  3. Niodyne

    Niodyne L1: Registered

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    Hmm, I tried stickies and they just fell past it. What did they do for you?

    Also, how did you try implementing it in a jump map? I'm interested even if it didn't work out in the end.
     
    Last edited: Dec 15, 2009
  4. zornor

    zornor L4: Comfortable Member

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    Happens in surf_greatriver (or whatever it's called).

    Even better is that once they pass the brush entity it continues in the same velocity so you have rockets that float across the sky.

    They are still airblastable by pyros too, and I they move just as slow.