VERC: Cool Looking Dripping Water Last edited 22 years ago2002-11-19 20:36:00 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was recovered from an archive and needs to be reviewed

  1. The formatting may be incorrect as it was automatically converted to WikiCode from HTML, it needs to be revised and reformatted
  2. Some information may be out of date as it was written before Half-Life was available on Steam
  3. After the article is re-formatted and updated for Steam HL, remove this notice
  4. Please do not remove the archive notice from the bottom of the article.
  5. Some archive articles are no longer useful, or they duplicate information from other tutorials and entity guides. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
yesu_drip_ingame.gifyesu_drip_ingame.gif
Ok folks, want cool dripping water without the mess of sprites and all that stuff? Well, it's pretty easy. The solution: env_blood (Link: ?entity=env_blood) . Yeppers! Set right, this gory little entity becomes I Can't Believe It's Not Water!

So, make an env_blood where you want the water to drip from. Give it a name, like "depends". Set the amount of blood ( amount for you non-smart edit folks) to 1 . Set the pitch yaw roll ( angles ) to 90 0 0 , or set the compass thing to down (setting the angles attribute is better though.) Now you simply have to make a multi_manager to trigger the little bugger every time you want it to drip. See my article on Looping Multi_Managers (Link: index.php?doc=1037635598-21852900) for help with that.

That's its folks, its quick, simple, and easy. Because the blood is gray (unless you specifically set it to red or yellow), it looks like water. I have an example map (rmf and bsp) here (Link: drip.zip) .
This article was originally published on the Valve Editing Resource Collective (VERC).
TWHL only archives articles from defunct websites. For more information on TWHL's archiving efforts, please visit the TWHL Archiving Project page.

Comments

You must log in to post a comment. You can login or register a new account.