antstubell Posted July 29, 2012 Share Posted July 29, 2012 Hi all.Does anybody know how to or what object I need to place to make an underwater current? I have a underwater cave entrance which is 1 way - meaning you get "washed out" of an interior cell through an autoloaddoor and teleport to the underwater cave exit. I want a current that pushes the player away from the cave exit and maybe even towards the surface to avoid disorientation but can't seem to find an object to do this. It's posible that fxrapids will do the trick but it will be visible underwater. Help appreciated, thanks. Link to comment Share on other sites More sharing options...
Rustle32 Posted July 29, 2012 Share Posted July 29, 2012 When you place a water plane, you go in the edit for that plane and set water current direction and current rotation. I think there are some water plane objects that pre-existing currents. For fast moving white water, you might want to look at some of the rivers and rapids for examples. Just a thought and I don't know if it is possible, another way might be to use invisible scripted collision planes to push the player in the direction you want them to go, though this might be problematic if there are NPCs or followers involved. Link to comment Share on other sites More sharing options...
antstubell Posted July 29, 2012 Author Share Posted July 29, 2012 When you place a water plane, you go in the edit for that plane and set water current direction and current rotation. I think there are some water plane objects that pre-existing currents. For fast moving white water, you might want to look at some of the rivers and rapids for examples. Just a thought and I don't know if it is possible, another way might be to use invisible scripted collision planes to push the player in the direction you want them to go, though this might be problematic if there are NPCs or followers involved.Thing is this isn't a water plane its the ocean. Link to comment Share on other sites More sharing options...
Rustle32 Posted July 29, 2012 Share Posted July 29, 2012 Maybe a waterplane without a texture or invisible yet still active placed in the ocean. Several in a grid pattern could force a current to follow the direction you want. Another alternative might be using a zone and a script to change the player's position along an axis. Not actual papyrus script but logic wise: Triggeractivate (in the zone) Loop PlayerXpos = float Function GetPositionX(player)PlayerYpos = float Function GetPositionY([)PlayerZpos = float Function GetPositionZ() Set PlayerXpos to PlayerXpos + .01 Wait 200 MS End Loop You could use orientation and distance from a marker to determine acceleration. If there are some spline related objects that might be adapted for a pathiing type script. Like in the opening of the game when you are forced to walk a certain path until after the dragon attacks. Link to comment Share on other sites More sharing options...
steve40 Posted July 30, 2012 Share Posted July 30, 2012 (edited) You might be able to create a silent Explosion effect that pushes the player away from the exit, or script a PushActorAway effect from a hidden trigger primitive or marker. Or a combination of both. Edited July 30, 2012 by steve40 Link to comment Share on other sites More sharing options...
antstubell Posted July 30, 2012 Author Share Posted July 30, 2012 You might be able to create a silent Explosion effect that pushes the player away from the exit, or script a PushActorAway effect from a hidden trigger primitive or marker. Or a combination of both. This sounds like a good option. I've tried scripting it with a xmarker heading but fails everytime. don't suppose you could script it for me?Thanks. Link to comment Share on other sites More sharing options...
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