What we need, in my opinion, is to use the standard BOS, but have the results coming back from the engine be a little different. Currently, we use scripts to detect water like this one:
Code: Select all
setSFXoccupy(level)
{
WaterDepth = level;
If( Waterdepth == 1 )
{
Overwater = 0;
}
If( Waterdepth == 2 )
{
Overwater = 1;
}
If( Waterdepth == 3 )
{
Overwater = 1;
}
If( Waterdepth == 4 )
{
Overwater = 0;
}
return (0);
}
Code: Select all
setSFXoccupy(level)
{
WaterDepth = level;
If( Waterdepth >= 1 )
{
Overwater = 0;
}
return (0);
}
When you see my new unit I made for NanoBlobs, I think you'll understand why I'm a little disappointed that this part of Spring is very crude- it's an awesome unit that has some serious problems in terms of look-and-feel simply because I cannot make it accurately anticipate that it's about to leave the water
