Water flow...

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Wintermute
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Water flow...

Post by Wintermute »

Imagine a pipe full of water (ending in a teleport but thats another story).
When the player enters the mouth of the pipe I want to push them along as if the water is flowing down the pipe.

One difference in the pipe I am using (I guess this may be important), is that the pipe does not start with any water in it (it fills up by means of a trigger. So it starts empty, but is completely full of water (func_water) before the player can enter it.

I've done some reading up on this, and there appears to be 2 methods:
trigger_push or func_conveyer.

I've tried using a trigger_push brush of varying sizes, including a brush that completely fills the pipe, but this doesn't appear to work entirely. You get an initial push as you enter the pipe, but then it stops, even when the player is still inside the trigger_push brush - I want a continuous push down the pipe.

I've also read that the func_conveyer can be used for this, but so far I've not been able to get a decent result with this.

Any ideas ?
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Sputnik
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Post by Sputnik »

I'd definitely use the func_push, it's a much nicer and less laggy entity :)

It should push continuously though :shrug: If it's turned on while the player is in there but he's stationary then it will wait till the player moves (on the appropriate axis) before pushing, but that doesn't sound like your problem.
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Post by Wintermute »

Found the problem - needed a much larger value in the "push speed" (due to being underwater values less than about 1000 appear to have a minimal impact)
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Post by Bullet »

:thumbs:

personally i wouldve said make a func_conveyor over the pipe with the flag NOT SOLID.....but conveyors are generally laggy. ive seen a map where someone used conveyors for a rain effect.

he tried making 3 diff rain effects, first was with sprites......worked great.
second was with conveyors....looked FANTASTIC, but was laggy as fck
and the 3rd i cant remember how he did it....but it wasnt very impressive.
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Sputnik
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Post by Sputnik »

Sputnik wrote:I'd definitely use the func_push, it's a much nicer and less laggy entity :)
Func_pushes do take a bit more fiddling with though, as you've found out :)


Rain was never a sensible effect really - it could look nice but was unnecessary and laggy. I wouldn't even use 1.6's rain effects really, unless it's on a low-poly map.
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Post by Bullet »

Sputnik wrote:
Sputnik wrote:I'd definitely use the func_push, it's a much nicer and less laggy entity :)
Func_pushes do take a bit more fiddling with though, as you've found out :)


Rain was never a sensible effect really - it could look nice but was unnecessary and laggy. I wouldn't even use 1.6's rain effects really, unless it's on a low-poly map.
was planning on using rain on 1 of my maps ive got on the go (currently about 7 on the go :nuts: ....none of which i seem to be able to think of anything to put on)....but itll only be outside...which is just the T spawn.....so very small area.
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