Okay, I've read and re-read the tutorial in the Wiki on this, and I STILL can't seem to get my head around this.
What I'm trying to do is simple: make those dynamic ripples you see in the water when your avatar walks though the water.
Specifically though a waveset.
Problem with the tutorial, is the waveset part is added like an after thought...

Let me go over what I understand, and then what I'm at a loss about:
Step 1: create a plane and add the material and texture for my ripple (like you would for footsteps). Check.
Step 2: Add the alcscripting to apply this to the waveset:
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logic:
actions:
- type: ripplevsmgr
ripplevsmgr:
matpreshade: <material ref>
matrtshade: <material ref>
targets:
- <waveset surface>
notifies:
- <footmgr ref>
waveset: <waveset ref(same name as waveset surface)>
initu: <initial size of ripple in U-axis>
initv: <initial size of ripple in V-axis>
finalu: <final size of ripple in U-axis>
finalv: <final size of ripple in V-axis>
Okay, NOW the confusion on my part. I ASSUME that this logic is added to the waveset, as that only makes sense to me. BUT, I have to reference a "footmgr". What footmgr?
Okay go back up and re-read the begining of the tutorial and it says I need to apply this script to "any" object

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<object name>:
logic:
actions:
- type: footmgr
footmgr:
matpreshade: <material ref>
matrtshade: <material ref>
lifespan: 20
targets:
- <object name>
- <object name>
So what? I have to make some other object somewhere else and apply this logic to it, so that I can then reference it in my waveset logic???