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Level Design river bottoms

LaughingTerror

Grizzled Veteran
Sep 5, 2006
54
0
Tanks just shouldnt be able to drive across all river bottoms. I want in mymap for the tanks to either get stuck or get slowed way down. river bottoms are normially very soft for a 40 ton vehicle. I want the tanks to be forced to use the bridges to cross. this will make the bridges very imporntank objectives to hold. Can somebod tell me how to acomplish this?
 
no mappers should put a mine volume or a damage volume in deep parts of a river if the water goes over the top quarter of your tank its done anyways I think. so just blow it up. Like on Orel you can drive around on the river bottoms underwater you can get out it is just really slow. rivers should be a barrier or a terrain feature not an in between. If you are a mapper and you want the river to stop people make it stop them.
 
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I was hoping to avoid that as it just doesnt look right to me. But I may ahve no choice. Can you point me to how to do that. I have no experience moving the ground around like that.

I f you are talking about a trench just go to vertex edit grab the point in river bottom and I think it is ctrl and double mouse buttons drag it down. I think as long as the walls are less than 60 degrees tanks cannot climb them. the mine volume though you can make skinnier with the effect of stopping a tank see if you make a trench users may still drive around and try to find a way out wasting resources.
 
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NO need to go through all of that rigamarole to get your tanks to stop or slow WAY WAY down in water. Just do the following...

Place a water volume in the area where your river is going to be (the top of the water volume should be level with your FluidSurface actor). Open up the properties of the water volume ----> open up the Physics Volume portion ---> set GroundFriction to some ludicrous number like 500.

Enjoy your bottomed out tank!
 
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The momentum and velocity of the tank would partially carry the vehicle into the water regardless of the friction setting. However, the higher the friction setting, the quicker it's going to stop (I'm sure you remember these rules from your school physics classes :). So, yes, if you have it set really high, and the water is shallow, then your vehicle could potentially be stuck half way in...

I've been able to achieve some pretty realistic results this way playing with this friction number on my Sterlitz map (I'm modeling the Oder River). You can also set a waterfriction or fluidfriction number (can't remember which at the moment) under the same area of the Physics Volume properties. This can slow down "swimming" player actors.

If you don't set a paindamage penalty under these properties then players can swim across without getting killed. Set DamageVehicles to False.

Regardless, you guys should play around with this. It's really fun to test out...Trust me :D
 
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If you do not set a pain penalty in the PhysicsVolume properties of the water volume, your players will NOT get killed no matter how deep the water happens to be.

In regards to swimming or walking across the bottom, you should test out higher or lower Z-Axis settings in the Gravity properties of the PhysicsVolume. A negative number means that you will float more in the water; a positive number will mean that your player will walk across the bottom. Of course, if you have the GroundFriction settings really high, then your player will get "stuck" in the mud at the bottom.
 
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But dont you think that mappers should kill tanks and players in deep water. taking care of the situation. Getting them stuck will waste time and some users may think that it is a game bug which would not be good.

kill volume in water => screams about how soldiers in ww2 died from touching water :)

was like that already with Dubovicy in the mod.
 
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kill volume in water => screams about how soldiers in ww2 died from touching water :)

was like that already with Dubovicy in the mod.

But only in deep water where it would be over a soldiers head or over the top of a tank like in Orel. That is where a kill volume should be wouldnt you agree. They shouldnt be allowed to walk on the bottom like aquaman.
 
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On my map, if a tank rolls into the Oder River, then they will get stuck to the bottom as it should be(GroundFriction = 25,000). As noted above, if the tank is moving at full speed when it hits the water then it will take a longer time to ground to a halt (again, as it would be in reality). But they will stop in a realistic fashion eventually, even if the tanker has the pedal to the metal.

The crew can bail out if they want to, but I don't think they should die unnecessarily. At least not immediately .as I have seen it done on other maps. To take care of the drowing effect realistically, I have done the following:

I placed the pain setting at 4 per second which usually gives a player enough time to "swim" to the surface in the shallower areas if their tank has sunk to the bottom, or bogged down. This will also allow players run along the edge of the water without getting killed on contact with the water as if they were touching deadly acid, or something. The players can also swim across the surface to the other side in the narrower areas of the river as would be true in real life. If a player tries to take a "longer" swim, then they will eventually "tire" out and drown.

Hope this helps you guys
 
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Hmm, how many river bottoms are not rock? Every river I've ever been in has had a rocky bottom, sometimes with a thin layer of mud in the deeper parts, but never so thick that something would get stuck in. The delta of a river, a slow moving river, or a canal might have deep mud, but for the most part inland rivers are going to have rocky bottoms.
 
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Sandorski, I'll be the first to admit that I am not an expert in the sedimentary composition of European river bottoms. I can definitely change the texture on the river bottom to the stony/rocky one.

However, I think the point here is that we are trying to come up with ideas to realistically simulate what would happen if a 5 ton tank was to run into a 400 meter wide by 10 meter deep river, or some other similar body of water. Would it not be stopped in its tracks, or have the engine swamped? I doubt it would blow up...

The point being is that there a few maps out there where a tank or a player can literally walk right across the bottom of deep bodies of water and come out the other side unscathed. This is just plain silly.

I've suggested one way of constructing this environment and it seems to work well for my map, not to mention appear more realistic. Other people have different ideas which is cool. My method is definitely not perfect, and limitations of the engine are probably part of it.

The idea was for the river in my map to become an obstacle just as it would be in real life. If some dumba$$ tanker decides to play U-boot commander and waste his time, his crew's time, and the use of a good tank by trying to cross the mighty Oder, then that's his problem and I don't feel sorry for him when he gets stuck and can't move. He'll just have to make a quick swim for the shore. The next time, maybe he'll learn that he should use the bridges (or the pontoon boats :) ) even if the enemy might be waiting on the other side. Call in arty, clear the shore, get reinforcements, whatever...just don't drive into the river :D

Just my two kopeckis:rolleyes:
 
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Sandorski, I'll be the first to admit that I am not an expert in the sedimentary composition of European river bottoms. I can definitely change the texture on the river bottom to the stony/rocky one.

However, I think the point here is that we are trying to come up with ideas to realistically simulate what would happen if a 5 ton tank was to run into a 400 meter wide by 10 meter deep river, or some other similar body of water. Would it not be stopped in its tracks, or have the engine swamped? I doubt it would blow up...

The point being is that there a few maps out there where a tank or a player can literally walk right across the bottom of deep bodies of water and come out the other side unscathed. This is just plain silly.

I've suggested one way of constructing this environment and it seems to work well for my map, not to mention appear more realistic. Other people have different ideas which is cool. My method is definitely not perfect, and limitations of the engine are probably part of it.

The idea was for the river in my map to become an obstacle just as it would be in real life. If some dumba$$ tanker decides to play U-boot commander and waste his time, his crew's time, and the use of a good tank by trying to cross the mighty Oder, then that's his problem and I don't feel sorry for him when he gets stuck and can't move. He'll just have to make a quick swim for the shore. The next time, maybe he'll learn that he should use the bridges (or the pontoon boats :) ) even if the enemy might be waiting on the other side. Call in arty, clear the shore, get reinforcements, whatever...just don't drive into the river :D

Just my two kopeckis:rolleyes:

10M deep? Ya, the engine would die for sure. Someone would have to Code a new Volume that would kill the Engine. All the Tank engines can already be killed, so it would likely be not too difficult to do.
 
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But only in deep water where it would be over a soldiers head or over the top of a tank like in Orel. That is where a kill volume should be wouldnt you agree. They shouldnt be allowed to walk on the bottom like aquaman.

Lots of woulds and shoulds in here.

Fact is that a kill volume zaps you if you touch it with your toe. Fact 2 is that water volumes behave really stupidly in UE 2.5 and not much better, if any, in UE3.0.

These facts are what we have to work around to make decent maps with water in them. No solution is perfect but people are gradually learning how to spoof the engine.
 
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