filter damage drown
Quote from gallardo on August 26, 2011, 7:57 am@skotty: it's exactly what I usually do.
I personally love to implement new mechanics using only what Hammer offers, except when it's too complicated. Having to cover all the map with trigger to simulate an effect? no thanks (but I saw it done).I love even more when I've to make changes and the result is even better! that's in line with my belief that constant iteration is paramount.
Still, I won't to give up on this since it'll be useful for lots things, BTW none related directly to water as water.
Next I want to test if a second overlay or screeneffect override the effect of drowning.
@skotty: it's exactly what I usually do.
I personally love to implement new mechanics using only what Hammer offers, except when it's too complicated. Having to cover all the map with trigger to simulate an effect? no thanks (but I saw it done).
I love even more when I've to make changes and the result is even better! that's in line with my belief that constant iteration is paramount.
Still, I won't to give up on this since it'll be useful for lots things, BTW none related directly to water as water.
Next I want to test if a second overlay or screeneffect override the effect of drowning.
