PC V2.0 Storms Brewing Dev Diary

Okay, so what is the priority for zombies then?
If it still follows the original this would be it

<!-- ApproachAndAttackTarget class=class,chaseTimeMax (go home) -->

<!-- SetNearestEntityAsTarget class=class, hear dist, see dist (checked left to
right)(0 dist uses entity default, neg no sense scale) -->

ApproachAndAttackTarget class=EntityPlayer,0,EntityBandit,0,EntityEnemyAnimal,0,EntityAnimal|

SetAsTargetIfHurt class=EntityPlayer,EntityBandit,EntityEnemyAnimal|

SetNearestCorpseAsTarget flags=edible|

SetNearestEntityAsTarget class=EntityPlayer,0,0,EntityBandit,0,-10|
 
I wonder if this might require some other kind of water block?

I tried that recently. It basically turned into jello cubes, appearing and disappearing
until it filled the bottom. then the fill property limit took over and it just stayed at that level.

I agree with what @Riamus posted. A water poi at the top emulating an erupting spring,
Jason Booth water shader for the flow because it adjusts to the terrain vertex changes, and
a poi water catch at the bottom. It would be visual but you could only gather water from
either pool.

 
I tried that recently. It basically turned into jello cubes, appearing and disappearing
until it filled the bottom. then the fill property limit took over and it just stayed at that level.

I agree with what @Riamus posted. A water poi at the top emulating an erupting spring,
Jason Booth water shader for the flow because it adjusts to the terrain vertex changes, and
a poi water catch at the bottom. It would be visual but you could only gather water from
either pool.


Whoa. That was unexpectedly cool. These videos are quite old, though. Whatever happened to this project?
 
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