Water Level Object
Work In Progress
We are working on updating and improving this documentation. Some information may be missing or inaccurate.
Description
The water level object defines the height at which a water layer is created. Tanks that touch or go below this water level will be destroyed.
If your intention is to have water that a tank is able to drive in or under, do not use this object. Instead, create some drivethough objects and apply a material (and optionally a texture matrix) that makes it look like water.
Attributes
| Syntax | Description |
|---|---|
| name <name> |
Sets the name of this object. In many cases, this does not have any purpose and may just be useful for documenting what the object is for. In some case, like for teleporters, this can be used to reference the object from other objects. |
| height <height> |
This sets the water level to the specified height. Any tanks that move below this height will be destroyed. |
| matref <material_name> |
The matref attribute applies a material to the object. You provide the name of the material object. |
| resetmat | |
| dyncol <dynamic_color_name> | |
|
ambient <red> <green> <blue> [alpha] ambient <color_name> [alpha] |
|
|
diffuse <red> <green> <blue> [alpha] diffuse <color_name> [alpha] color <red> <green> <blue> [alpha] color <color_name> [alpha] |
|
|
specular <red> <green> <blue> [alpha] specular <color_name> [alpha] |
|
|
emission <red> <green> <blue> [alpha] emission <color_name> [alpha] |
|
| shininess <float> | |
| alphathresh <value> | |
| noculling | |
| nosorting | |
| noradar | |
| noshadow | |
| nolighting | |
| occluder | |
| groupalpha | |
| texture <texture_name> | |
| notextures | |
| addtexture <texture_name> | |
| texmat <matrix_name> | |
| notexalpha | |
| notexcolor | |
| spheremap |
Syntax Examples
waterLevel
height 10
end
box
size 100 100 15
end
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