Posted by Stealth on March 12, 1998 at 21:16:33:
In Reply to: Somehow I knew you would correct me. ;) (nt) posted by Osan`gar on March 12, 1998 at 17:52:40:
> > > > This is most likely an easy cog, but how would you make it that kyle doesn't get hurt if he stays under water too long?
> > > Underwater sectors are set into the game engine, not by cogs. I don't believe there would be any way to keep kyle from taking damage by staying underwater too long. There are ways to simulate him being underwater, but I don't think that there would be a way to keep him from taking damage in a sector set as underwater. I could be wrong, however. It wouldn't be the first time. If I am, I am just as interested in a way to do this. Not to implement it, just as a learning tool.
> > In kyle.cog there is a damaged: handler.
> > In there there is a test for damage type drowning (it is the place where the
> > bubbles are created) or 32. Adding ReturnEx(0); there should suppress the
> > damage from drowning. I don't know if it would suppress the sounds tho...
> > -CogKing