WW flag
- hamburger ham
- Private First Class
- Posts: 33
- Joined: Tue Jun 26, 2007 11:05 pm
- Location: bzflag
If you dissect some of the more popular maps that have water, you'd realize that most water levels are just either meshboxes or meshes, and not water levels. Mainly because the actual waterLevel definition isn't really specific, at all. So, in order to make it so that you can walk on water with a specific flag, you would have to do as JeffM said: make an object and tag it as water, and then use a server plugin to kill off any people that touch the plane without having the custom flag.
But that would just be walking on water. Actually "swimming", and not floating around with WG, like one map, would take a lot more work. (Well, we would have to add a "swimmable" parameter to the mesh definition, and therefore meshboxes and meshpyrs, add a few BZDB vars to control swimming, add a command-line option to turn on/off swim mode, reconfigure tanks and bullets to act differently while in the water, and before you know it, your client will be playing the Super Mario Bros. underwater theme every time your tank begins to swim.)
But that would just be walking on water. Actually "swimming", and not floating around with WG, like one map, would take a lot more work. (Well, we would have to add a "swimmable" parameter to the mesh definition, and therefore meshboxes and meshpyrs, add a few BZDB vars to control swimming, add a command-line option to turn on/off swim mode, reconfigure tanks and bullets to act differently while in the water, and before you know it, your client will be playing the Super Mario Bros. underwater theme every time your tank begins to swim.)
You could make the tank "swim" (horizontally anyway) by using physics drivers to make it slide around on the mesh face.F687/s wrote:Actually "swimming", and not floating around with WG, like one map, would take a lot more work. (Well, we would have to add a "swimmable" parameter to the mesh definition, and therefore meshboxes and meshpyrs, add a few BZDB vars to control swimming, add a command-line option to turn on/off swim mode, reconfigure tanks and bullets to act differently while in the water, and before you know it, your client will be playing the Super Mario Bros. underwater theme every time your tank begins to swim.)