View Single Post
Old 07-11-2005, 09:54 AM   #10 (permalink)
Dibelius
Senior Member
 
Join Date: Jun 2003
Location: Germany
Posts: 363
Send a message via ICQ to Dibelius
Default

Quote:
Originally Posted by ImmoMan";p=&quot View Post
Oh and another thing... it might be possible to use the OVER_WATER condition on the projectile model to trigger a particle FX when it dies on water. Just an idea.
yeah, that was my first idea but it doesn't work... don't ask me why. but when I make a condition OVER_WATER you need a 2nd condition like "EXPLODED" or something like that (DYING, EXPLODED_FLAILING, EXPLODED_BOUNCING, DAMAGED, REALLYDAMAGED etc. didn't work)

but thank u all for your help. I'll try it. (btw: that wasn't the best screenshot, when a small missile hits the water you will see only 1 fontain... looks cooler)

The thing that makes me desperate is that a normal water explosion in real life will shot the water in the explosion center very high, but at the edges the blast wave has not the full power as in the center. so the water fontains must be lower there... i think this is not possible, isn't it? (I hope u understood what I mean ^^)
Dibelius is offline   Reply With Quote