Garry's Mod

Garry's Mod

gDisasters Base Pack
draconic 13 May, 2019 @ 11:33am
The elements behind the tsunami?
I haven't worked with Hammer in years. I remember trying to make a mod quite like this, sort of like Hard Rain in L4D2, but dynamically. Depending on the category of the hurricane, the map would be flooded from x to y feet.

The problem I encountered, or could never find a solution to, was to move a brush of water realistically. Like a flood would take over a neighborhood in realtime. As far as I could tell, moving a brush was easy. Moving a brush that had the properties of water was impossible, as it was just discarded in terms of velocity, slowdown, etc. Basically it was a clear transparent block. Either it was water, or it was nothing.

I admit I don't know much outside of level design, with only the basic ideas behind programming so maybe that's where my limits became apparent that you solved. The idea of the map never left my head despite losing ALL of my work in Hammer after a catastrophic HD failure. So you can understand why I would say 'welp, ♥♥♥♥ it' to a hobby when I'm back to square one.

But it does nag at me, that I know that it was possible, I just didn't know how. You apparently found out how! Do you mind explaining what happens when the tsunami is triggered? It obviously moves, but is it a brush with the true properties of water, or a brush with trickery against the player to simulate viscosity, velocity, current, and tide?

Gracias.

bgb / Robs