I'm attempting to make terrain water slowly rise, but I have no idea where to start. I'm not looking for anyone to make me a script.
How would I make terrain water move?
1 answer
This is an answer to the question you asked in your comment:
To have a player swim in a part you need to set up some things first:
You need to make a swimming animation, and you have to design how your water is going to be: mulitple parts or just one part that clips through objects.
In the script you would make a body force and a body velocity object go into the HumanoidRootPart of the player when they spawn in. Then you'd have a touch event that detects if the player is in the water and it will play your swimming animations while also using the body force to counteract gravity and the body velocity to move the player as they swim around.
As for the main question , the best answer is already in the comments, use FillRegion or move the map up or down.
3 comments
I'll give it a try, thanks :)
I think this answers your question as far as I am able to since this isn't a scripting question, so can you accept this as the accepted answer?
Yes, sorry didn't check this question for a bit.
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8 comments
look at the properties of the terrain object in workspace
The custom physical properties? Because it only has buoyancy/mass properties
copy water and paste it on top of another layer?
If it has to be terrain water, I would try moving the map itself down (if it doesn’t have too many parts) into the water. You can also try constantly using :FillRegion() on Terrain to remove and add water, although that probably wouldn’t be efficient and the water rising would probably look weird.
Is there a way to have the player swim in a part instead of using terrain water?
Because that's the main function I want from the terrain water.
Afraid not, you can use FillRegion method of Terrain, I'm not sure if it overwrites other terrain though, so if your map is based on that it might not be useful
You most certainly can make a player swim in a part that isn't terrain, that is how it was done before the terrain water was added to roblox. It takes a different approach, but it is certainly doable.