MS4: mWaterCoverage
by Jonathon Stevens · in Torque Game Engine Advanced · 10/17/2006 (12:30 am) · 6 replies
Didn't see this reported elsewhere even though it appears to be widely known. The variable mWaterCoverage is never getting set to anything, so any mWaterCoverage related functions do not work properly.
About the author
With a few casual games under his belt as CEO of Last Straw Productions, Jonathon created the increasingly popular Indie MMO Game Developers Conference.
#2
10/17/2006 (5:19 am)
I wonder if this is why it's been crashing when we enter water?
#3
10/17/2006 (5:58 am)
The isWet flag for shapeimages and the pointinwater also don't work. For pointinwater it was the liquid type check that was making it not work.
#4
10/17/2006 (6:13 am)
I'm pretty sure mWaterCoverage isn't even in the water code. The only thing that happens when you enter water is a fullscreen shader that gets drawn.
#5
pointInWater () will work with just some minor mods, take a look at it.
10/17/2006 (6:30 am)
I do not think so Dreamer, in regular TSE it has been commented out.pointInWater () will work with just some minor mods, take a look at it.
#6
I'll take any of the fixes you've done, that way everyone can benefit from what you post here! =)
10/17/2006 (8:03 am)
I'm implementing the "new animations" resource which has swim in it. When I looked at the code for motion, it looks at mWaterCoverage being a certain level (.09 if I remember correctly) before triggering any water-related animations.I'll take any of the fixes you've done, that way everyone can benefit from what you post here! =)
Torque Owner Stefan Lundmark