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Change height of water mid dungeon.

Posted: Thu Sep 24, 2015 4:37 pm
by Emera Nova
So I'm thinking of having a fight where over the course of it it tells you to reach higher land because the arena is about to flood. I'd like to make it so the pits of water will have it end up raising upwards to the next level and then later be put back down.

Now the ways I could see going about this is a) make a second version of the room and have the illusion that its going up, or b) maybe using an ocean object to move that up one. The problem with these is well the first one I'd have to track the party and what not and the second one well its not really water so it wont drown them over time if they dont reach higher land.

Ideas?

Re: Change height of water mid dungeon.

Posted: Thu Sep 24, 2015 7:10 pm
by minmay
You can't change the height or location of water gameplay-wise, it's fixed at a specific world Y position and tied to tiles (which are immutable).

You can change the visual height of the top of water, however, by changing the offset field in your ModelComponent or WaterSurfaceMeshComponent along with the planeY field in your WaterSurfaceComponent.

Re: Change height of water mid dungeon.

Posted: Fri Sep 25, 2015 3:30 am
by Azel
Emera Nova wrote:So I'm thinking of having a fight where over the course of it it tells you to reach higher land because the arena is about to flood. I'd like to make it so the pits of water will have it end up raising upwards to the next level and then later be put back down.

Now the ways I could see going about this is a) make a second version of the room and have the illusion that its going up, or b) maybe using an ocean object to move that up one. The problem with these is well the first one I'd have to track the party and what not and the second one well its not really water so it wont drown them over time if they dont reach higher land.

Ideas?
This is actually quite easy with a bit of imagination :mrgreen:

Here is a dungeon file I made to help get you started: http://mystrock.com/files/RisingWater.zip

All I do is simulate the act of rising water by "lowering" the current environment. I created a "fake ceiling" that gets lowered - to help the illusion/simulation. The water never actually rises, it just looks like it is getting closer because the rest of the dungeon is moving down. In that sample dungeon, I lower the party, the magic bridge they are standing on, the entire ceiling, and a torch. This should give you enough examples to help apply it to an entire room with any number of objects.

The major piece missing is having a "fake floor" so that you can simulate the water getting deeper. It works the same way as the fake ceiling, but figured I would let you give this a review before I put any more time in to it. Hope this helps!

Re: Change height of water mid dungeon.

Posted: Sat Sep 26, 2015 2:37 am
by Emera Nova
Thanks guys, I'll take a look at both of those methods and see which one I'd like to move forwards with.