I'm trying to create an Assault map where one task is to open a water valve and raise the level of some water. The UDN RisingWater Tutorial has this to say about moving water with a waterfall, regarding the problem that the BOTTOM of the emitter needs to move while the top does not:
I've already performed many searches here (as well as Google) and gone through lot of trial-and-error failures trying to do this without help, but I'm wasting so much time now - my specific problem I've run into is that I just don't know how to export and re-import an invisible StaticMesh the way they describe. I've been working with SMs already ... but my brain just isn't working for this.
If anyone can explain this better for me, I would greatly appreciate it. Anyone?
A possible solution for the waterfall is to add a moving invisible Static Mesh at the bottom of the waterfall, and make the particles die when they hit this Static Mesh: set UseCollision to True in the Collision settings of the emitter, and set MaxCollisions to 1. Then you have to make sure the invisible Static Mesh is the first (and last) thing the particles will hit, so make sure none of the particles will hit the terrain or they'll die too soon. If the Static Mesh now moves together with the surface of the water, the end of the waterfall will move as well. In Build 927, particles don't collide on a normal Mover, so you have to use a new Static Mesh subclass and again set bStatic to False like the MovingWaterVolume.
If anyone can explain this better for me, I would greatly appreciate it. Anyone?
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