This is like an advanced floor/ceiling rise effect. When a trigger is activated, the water will rise to a specified height. The water will be submergible at all times (even while it's rising).
Create the submergible water effect (above-water sector and below-water sector connected by S[Channel,7]
). Change the height of the above-water sector's floor to the height that you want it to start at. Change the height of the below-water sector's ceiling to the height that you want it to rise to.
Add the following sprites to the above-water sector: S[0,31], A[0,Channel]
(Sp[0,Speed]). Make sure the angle of the S[0,31]
is facing up. Raise the height of the S[0,31]
to the height that you want the water to rise to. If you use an Sp
to control the rate of rise, make sure you give the below-water sector an Sp
with the same Speed value.
Add the following sprites to the below-water sector: S[0,32], A[0,Channel]
(Sp[0,Speed]). Make sure the angle of the S[0,32]
is facing down. Raise or lower the S[0,32]
to the height that you want the water to start at. If you used an Sp
in the above-water sector, make sure you place one in this sector with the same Speed value.
Place either a T[NumberOfActivations,Channel]
or else a Switch[ActivationSound,Channel]
somewhere in your level to trigger the rising water.
Notes:
O
key on the below-water sector's walls so they don't rise with the ceiling.