Liquid Area
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Liquid is an area class defined in editor/userclasses/AreaClasses.def in SOMA, Amnesia: Rebirth and Amnesia: The Bunker.
Class variables
The following table records the shared class variables and their definition defaults. Descriptions are taken from the class definitions.
| Variable | Type | Definition default | Description |
|---|---|---|---|
Density |
Float |
100 |
Density of the water. The higher the heavier things float. |
LinearViscosity |
Float |
1 |
The higher, the more slowed down things will be in linear transformations (changing position) |
AngularViscosity |
Float |
1 |
The higher, the more slowed down things will be in angular transformations (changing rotation) |
PhysicsMaterial |
Enum |
0 |
Material of water. |
PlayerSpeedMul |
Float |
0.8 |
Player speed is multiplied by this when in water. |
HasWaves |
Bool |
true |
If object will go up and down in a wavelike manner. |
WaveAmp |
Float |
0.04 |
Height of waves. |
WaveFreq |
Float |
3 |
How fast the waves will go up and down. |
MaxWaveDistance |
Float |
25 |
Max distance from player that objects get waves. This is an optimization thingie. |
UpperMaterial |
File |
"" |
The material of upper water surface. |
LowerMaterial |
File |
"" |
The material of lower water surface. |
GridSize |
Float |
0 |
Size of the grid tiles. 0 = no grid |
TextureTileSize |
Float |
1 |
Size that a full texture takes up. |
StaticMesh |
Bool |
true |
If the area is never to move, it is best to have it as static! (renders faster) |
EnvParticlesToClip |
String |
"" |
Name of the environment particle layers that should be constrained to this area. Wildcard accepted, use space to seperate multiple |
UseFog |
Bool |
true |
If there should be fog under the water. |
FogColor |
Color |
1 1 1 1 |
Color of the fog |
FogStart |
Float |
0 |
Start of fog |
FogEnd |
Float |
2 |
End of fog. |
FogFalloffExp |
Float |
2 |
The fall off of the fog. |
FogBrightness |
Float |
1 |
The HDR brightness |
FogUnderwater |
Bool |
false |
If the fog color should be multipled in adition to be alpha blended with geometry |
FogSkybox |
Bool |
false |
Should the fog color come from the skybox |
EffectOnExit |
Bool |
true |
If effects should be used as the camera breaches the surface of the water. |
CameraCollideCallback |
Function |
Not specified | Callback for when the camera enters the liquid area. Syntax: void Func(int alState). alState: -1=camera left, 1=camera entered |
CameraEnterEffectPreset |
String |
"" |
MapEffectsHandler preset to use when the camera is inside the area |
CameraExitEffectPreset |
String |
"" |
MapEffectsHandler preset to use when the camera leaves the area |
See also
Documentation to expand
Creation workflow, runtime behavior and a worked map example need expansion.