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Wading Noise for Fake Water


Triforce1

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In my floating city, I have pools and fountains that use Texian's Static Water meshes to look realistic. Now, is it possible for me to place an "effect box" type thing so that whenever you step "into" the water (no collision), it plays the noise of wading through water? The water will never be deep enough to swim in, I just need that sound to play. Also, are there any good fountain mods? The one I have made looks alright but it isn't animated and I don't know how.
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In my floating city, I have pools and fountains that use Texian's Static Water meshes to look realistic. Now, is it possible for me to place an "effect box" type thing so that whenever you step "into" the water (no collision), it plays the noise of wading through water? The water will never be deep enough to swim in, I just need that sound to play. Also, are there any good fountain mods? The one I have made looks alright but it isn't animated and I don't know how.

 

What you'd essentially need to do is setup a triggerzone and an activator for each of these pools. The triggerzone changes a variable on the activator which plays the sound every time the player moves in the xy plane while in that trigger zone. The key is getting the timing down and trying to make the triggerzone fit close enough to these pools. You would also need some detection if the player has a higher z pos than the water (within the activator script). The good news is that you might be able to work this out by just having 2 scripts, and using parenting of trigger to activator, activator to water to get all the needed components. The downside is that there may be some performance issues if you don't make some break between the checks of player position, such as the second sound beginning before the first one ended.

 

The other option would be to try re-exporting the meshes from blender using newer scripts which have collision working a bit better, to see if the water material works.

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