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Post by mrjackv on Sept 19, 2010 13:02:26 GMT
I am making a map for HL2EP2 which involves an empty pool and two buttons. Ideally I would like one button to fill up the pool with water from one opening and the another to take all the water away via another hole. If someone can post a tutorial/link to a tutorial in how to do this I would really apreciate.
Thanks in advance
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Post by Zeph on Sept 19, 2010 21:26:13 GMT
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Post by Angush :] on Sept 20, 2010 2:13:15 GMT
Its a better idea to parent a normal water brush to a func_door in my opinion, since Func_water_analog uses cheap water. It works either way. Of course, if you want 'dyamic water;' download this file and place it in your base directory (eg; counter-strike source/cstrike) Then load up hammer for the game you placed the particle folder in. Create an 'info_particle_system' entity where you want your water to start and rotate it so the arrow is pointing in the correct direction. Under 'Particle System Name' type 'water_faucet' and create a button or logic_auto to enable/disable your particles, or just set 'Start Active' to 'Yes.' Then compile your map. If you want multiple 'dynamic water' faucets, you only need to create one 'info_particle_system' and this time you can place it anywhere in your map. Then, place an 'info_target' at each location you want the water to come from and give them each a different name. Then go into your 'info_particle_system' and under 'Control Point 1' put the name of your (this number is just an example number) 10th 'info_target' and under 'Control Point 10' put the name of your first 'info_target.' The reason you put the 'info_target' you want to use first at the end of the list rather than at 'Command Point 1' is because the 'info_particle_system' uses the highest numbered 'Control Point' and disables the rest until you tell it to change to the next one through inputs/outputs. Particle systems have a limit of 1004 particles though (I think, not sure why its that number) so if they go for too long they'll just disappear before they finish their circuit. Its also a good idea to have a normal water brush beneath where the dynamic water will land, because the particles destroy themselves when they touch a water brush (so it helps with optimization.) I haven't tested the 'info_target' system for multiple faucets yet though, so I'm not sure if it will work. If you'd rather watch a video, you can just watch this, although I cut out the middleman and added more information.
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