Code: Select all
setSFXoccupy(setSFXoccupy_argument)
{
terraintype = setSFXoccupy_argument;
if(terraintype == 2)
{
SET MAX_SPEED to [4];
speedMult = 5;
}
else
{
SET MAX_SPEED to [1.0];
speedMult = 2.5;
}
get PRINT(get GROUND_WATER_HEIGHT(get PIECE_XZ(base)));
if(get GROUND_WATER_HEIGHT(get PIECE_XZ(base)) <= -50000)
{ hide head; }
else
{ show head; }
}
the head hides as soon as the unit touches water[ 326] Value 1: 431640, 2: 0, 3: 0, 4: 0
[ 336] Value 1: 431640, 2: 0, 3: 0, 4: 0
[ 592] Value 1: -38516, 2: 0, 3: 0, 4: 0
[ 608] Value 1: -938666, 2: 0, 3: 0, 4: 0
[ 768] Value 1: -173538, 2: 0, 3: 0, 4: 0
[ 800] Value 1: -61020, 2: 0, 3: 0, 4: 0
[ 928] Value 1: -151035, 2: 0, 3: 0, 4: 0

So maybe I need to be doing this different. I am not against setting up a gadget to test when units are in the water and then checking unit depth(assuming such a thing is possible) however, I wanted to ask around.
Here is what I am going to try and do. Effectively, I want to detect when a unit reaches a specific depth(this is an amphibious unit) at this point in time the unit will switch over to a swim mode animation with speed boost. However, AS IT stands now I can only pick up in or out of water, rather silly and sadly kind of stupid. So I was hoping someone here may have some idea. There are no examples of such a thing in spring and before someone says pelican, that is a hover unit and it doesn't have to check actual depth.