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#41
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Adjust the Fluid Friction and Max Damping Force (.100 and 1000000.), and for vehicles the Rigid Body Damping (1.000) . You can also drop the Ground Friction to simulate a loss of traction and turn on Process all Actors. I would guess the Water Volume has similar settings...
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............steam name: prot0typ1cal................ |
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#42
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#43
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The only real difference I see from the Gravity Volume is some default values and the added "Water Volume" tab that has slots for soundFX (which is nice). Still no "drowned" for damage type, so my tanks still blow up
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............steam name: prot0typ1cal................ |
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#44
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Your tank blows up? As far as I can tell the volume only stops the player from going prone and the extra splashy sound when running through it... |
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#45
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I haven't messed with it a lot, but it seems to me, its more like a blocking volume with water splashing physics attached to it. I'll look into more today when i have time.
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![]() WIP Maps: Bridge - Farm - Kriegszeit - Wake Island + IC:V Maps |
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#46
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I have the volume applying damage so tanks can't simply drive endlessly around on the bottom of my river like submarines. I'm using damagetype_crushed, as it gives the best player feedback animations that something is wrong (underwater). Unfortunately when you destroy a tank they explode into flames with plumes of smoke, not too realistic for a vehicle being swamped.
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............steam name: prot0typ1cal................ |
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#47
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You mentioned the sound slots. I noticed they're only for entering and exiting sounds. Be nice if we could change from the light wet footstep sound to a wading/stepping sound. Must be hard coded into the volume I guess. |
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