Difference between revisions of "Changing Water Level via Script"
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==Raising or lowering the water level using a script?== | ==Raising or lowering the water level using a script?== | ||
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::Except this is what the Bethesda game designers already did in their games... [[User:TheImperialDragon|The Imperial Dragon]] 00:27, 22 June 2006 (EDT) | ::Except this is what the Bethesda game designers already did in their games... [[User:TheImperialDragon|The Imperial Dragon]] 00:27, 22 June 2006 (EDT) | ||
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Revision as of 09:18, 7 August 2007
Raising or lowering the water level using a script?
Is there any way I can have the water level change by using a script, like in Morrowind, Tribunal? I couldn't find any functions that might do this... The Imperial Dragon 22:23, 9 June 2006 (EDT)
Alright, anybody remember going against the Black Dart Gang, and pulled the torch on the wall, and the water level rising to drown every enemy in the area? How would I do that in Oblivion? The Imperial Dragon 13:01, 11 June 2006 (EDT)
Any ideas at all are very welcome... The Imperial Dragon 18:58, 12 June 2006 (EDT)
- I am not quite sure where I saw this, but something in my memory tells me that there is an option somewhere in the construction set for a cell to change if the water is at normal height or not.--Omzy 19:47, 12 June 2006 (EDT)
- No way to change the Waterlevel in scripts. You can define the waterlevel for each cell in the cs, but you can't change it. Drowning traps can be realized, though a bit awkwardly: instead of the water move the dungeon tiles (cf. elevator).--JOG 17:15, 13 June 2006 (EDT)
- Sink the dungeon! Brilliant! What about walls closing in on PC? (WaerLoga) (EDT)
- Not a bad idea, actually... The Imperial Dragon 00:15, 22 June 2006 (EDT)
- Except this is what the Bethesda game designers already did in their games... The Imperial Dragon 00:27, 22 June 2006 (EDT)