How do you make pushing water? Created 10 years ago2014-08-24 00:08:45 UTC by Regorty Regorty

Created 10 years ago2014-08-24 00:08:45 UTC by Regorty Regorty

Posted 10 years ago2014-08-24 00:08:45 UTC Post #321381
I have been stuck in trying to figure out why I can not seem to be able to make a water filled tunnel push the player in a direction, like how the water pushes the player in the Half Life chapter Residue Processing. I have tried using func_conveyor and trigger_push, but to no avail. Could anyone please help me out here?
Posted 10 years ago2014-08-24 00:50:26 UTC Post #321383
Precisely how does the trigger_push not seem to be working? Does it work outside of the water?
Jessie JessieTrans Rights <3
Posted 10 years ago2014-08-24 05:27:03 UTC Post #321387
Yes, it works just fine outside of water, but it seems when i put it into water it almost conflicts with one another, like it will push you kindof but when you hit another push in a different direction you just get hung up between the 2 trigger_pushes. Just acts a bit odd like that.
Posted 10 years ago2014-08-24 08:08:01 UTC Post #321388
hmmm.. would it work if u put a little wind inside the water cube?
Posted 10 years ago2014-08-24 17:04:34 UTC Post #321396
When you say 'put a little wind' are you referring to using the trigger_push entity? I have tried that and what happens is that the push would push me into the water, but once in the water I would stop moving, as if the water counters the push completely.
Posted 10 years ago2014-08-24 21:00:41 UTC Post #321402
Of course it doesn't work, what he meant was to pull a fart when in the water. The bubbles will carry you.
Posted 10 years ago2014-08-24 21:08:50 UTC Post #321403
Link to or problem map, and I can play with the effect for you if you wish. Some pics might also help us help you solve the problem ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-08-25 16:23:52 UTC Post #321433
Does it matter if the map was made for a half life mod, or will you be able to check it out regardless?
Posted 10 years ago2014-08-25 18:33:27 UTC Post #321437
It doesn't matter for getting the push to work I don't think, but what are you mapping for? If it's a SP map, you may also try using the enhanced entities in SoHL(Spirit of Half-Life) to get it working.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-08-25 23:58:40 UTC Post #321448
Its for a multiplayer rpd mod called Master Sword Continued. As for the map itself I got the same issue when trying to do the same thing in a test map.

Here is the test map:
https://www.dropbox.com/s/wa7iw3korqzmwye/MSC%20Test%20Map.rmf?dl=0

The push and water entities are in the hallway.
Posted 10 years ago2014-08-26 02:44:18 UTC Post #321449
I see what you mean, the water totally nullifies the push!

I tried multiple 32-unit wide push blocks with a 32 unit space between them to no effect.

Putting multiple smaller trigger_pushes flush together seems to sort of work, as Gordon seems to stutter a little but doesn't stop, but maybe with an increased push value this might be a way?

I've never tried it before, but maybe try using a func_friction with a value > 100 to have a similar effect? (It probably won't work but worth a shot)

You might be able to simulate a push somewhat using cleverly utilized func_doors, but the effect is likely to be choppy, and or disruptive to the gameplay.

I will try playing around with it some more tomorrow to get it to work :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-08-26 03:17:09 UTC Post #321451
(Wait, when does the player get pushed in water in Residue Processing?)

I can't think of a time when the player, actually submerged (I assume that's what you're doing) gets pushed along. If pushes don't work, is there any way to use conveyors for this?
Jessie JessieTrans Rights <3
Posted 10 years ago2014-08-26 04:29:22 UTC Post #321452
...is there any way to use conveyors for this?
Ooooh yeah, forgot about func_conveyors, I'll try it quick :biggrin:

edit
Tried it with a conveyor speed of 300, and it works at the very beginning touching the water, but as soon as you are inside the water brush it doesn't work at all.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-08-26 15:24:33 UTC Post #321458
In Residue processing, also while going through the tunnel in the dam is another time I can think of such a time it occurs. But on Residue Processing I rememeber a part where you fall down off a conveyor into some water with 2 doors that are locked and the only way through is by swimming. Here let me find a video with the area I am trying to talk about.

Here we go, skip to 8:20 into the video and thats the place I am refering to.
https://www.youtube.com/watch?v=UI3wbAKTJF4
Maybe it was just that first part that pushes you, or rather supposed to.. It seems like it should work by doesn't now. But, I'm quite sure the dam did push you, unless that's broken as well.

Also thanks for the ideas I will try the func_conveyor, though I don't seem to ever have much luck with those when I make them not solid. Also I found someone else who said to "Use a func_illusionary with water content - paint the illusionary the color you want the under water effect to be, then stick trigger_push inside." So I will try that to see if that works.
Posted 10 years ago2014-08-26 22:14:33 UTC Post #321468
I went to that particular spot just now. I do seem to recall that area pushing you along, but it wasn't doing it. It was pretty obvious it was trying to, but I think it was doing exactly what has already been described, pushing you a tad the moment you enter the water, feeling a bit jerky where water brushes connect. It's all very odd.
Jessie JessieTrans Rights <3
Posted 10 years ago2014-08-26 22:42:35 UTC Post #321469
What if you make the water thin so when the player is fully 'submerged' his feet actually stick out the bottom?
Maybe try combining the forward push with an upward push?
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-08-27 00:34:27 UTC Post #321471
I am starting to wonder if at some point Valve broke Half-Life 1, I mean for the areas I remember it pushing you along no longer do that anymore. I can not figure out what else could have caused it to break. So at this point I am starting to feel like its more effort than it is worth. Maybe it'll fix itself in time, maybe not.

Thanks for your efforts in trying to help, I appreciate it. I do hope my future problems will be more easily resolved.
Posted 10 years ago2014-08-27 03:18:18 UTC Post #321472
I suggest to play WON HL and find out.
Posted 10 years ago2014-08-27 03:20:01 UTC Post #321473
I tried both.
Jessie JessieTrans Rights <3
Posted 10 years ago2014-08-27 15:06:57 UTC Post #321482
Did either of them work?
Posted 10 years ago2014-08-27 18:38:56 UTC Post #321485
I will try to make this work with some func_doors later tonight. It should work perfectly for SP play, but will probably be dogey for multiplayer :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-08-27 21:15:36 UTC Post #321489
If one of them had worked, I'd have mentioned it. No, WON and Steam HL did the exact same thing.
Jessie JessieTrans Rights <3
Posted 10 years ago2014-08-28 06:20:10 UTC Post #321495
Did you try using func_illusionary (content water) and than adding an trigger_push?
Stojke StojkeUnreal
Posted 10 years ago2014-08-28 18:14:49 UTC Post #321502
Oooh nice Stojke, had no idea you could do that! :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-08-28 18:51:40 UTC Post #321505
Did you try using func_illusionary (content water) and than adding an trigger_push?
So under content you just type in the word 'water' and it will automatically fill it with water or just the visual of water?
Posted 10 years ago2014-08-28 21:06:11 UTC Post #321510
It will behave like func_water. And with ! texture it will look like one too.

http://puu.sh/bbUb0/aacd893a8e.png
Stojke StojkeUnreal
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