how would I make hazard water that raises and lowers on a timed interval?
how to make rising and lowering hazard water?
Posted Feb 07, 2008
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Posted Feb 07, 2008
Replied
18 minutes
later
func_water_analog
Posted Feb 07, 2008
Replied
9 minutes
later
cool, I didnt know it was so simple
Posted Feb 08, 2008
Replied
11 hours
later
BUT it has one BUT: The water will lose its shaders, so if you fall in, it will look just like above water, the fog is gone.
Am facing the same dilemma in my own map: moving water or realistic water? Aah, whatever, once you drop in you're dead anyway... 
Posted Feb 08, 2008
Replied
5 hours
later
If you read the Valve developer wiki page, there are like 2 materials that were created specifically for water_analog that will keep their shaders.
Posted Feb 08, 2008
Replied
2 hours
later
yeah, but neither of them is toxic goo.
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Posted Feb 08, 2008
Replied
54 minutes
later
Possibly use the water_analog in combination with func_brushes that are disabled when the water moves?