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select all the floor meshes under the lava properties type accept in search box then untick box= accepts static decals then untick box=accepts dynamic decals now the floor under the lava is stain proof so can clean the map n not get fired=your death and cleaning that up counts as a score=clean it all and ya should get eotm on it?
+1 for the floor is lava esp if you can fly in anti gravity across the room:)
easy to do go to actor classes in content browser type FLUID in the search box and put a fluid surface actor movable very close to the floor put a lava texture on it (copy the red water material from mystery island map in the volcano crater or pool of death pool water) then put a disposal volume very close to the floor n top of volume touches the fluid actor
put a fluid influence actor if you want it to ripple/raindrops or waves etc
it will also ripple if walk in it
put a dynamic physics volume=pain causing damage per sec 100 dymage type=vcdynamite just above the disposal volume
go in kismet disposal volume touched=same setup as the incinerator trigger touched=trigger touched to playsound in=incinerator roar soundcue as the sound target is instigator obj variable link to the trigger touched
now it destroy debris same as incinerator and players if they go in the lava
not sure but if you can automate death then it could be a battle arena of sorts
yes i hate parkour but hey hot lava and dynamite n red barrels a nice mix esp if the floor is the incinerator?
doctors went through so many test subjects..oh i mean\ patients that they had to install a shark pit in the basement operating theater then when the doctors went home the shark grew legs and n kinda got hungry then it got too fat to move so now its a laser slug with a shark fin in a very small pool/bathtub as new incinerator cuz the defualt incinerator sux more than it blows:)
try a new disposal method it breaks the monotony of the incinerator?
dunno some inpiration there maybe