This effect changes a sector's slope continuously to simulate a travelling wave. The wave can be submergible, but the travelling wave can not be seen from underwater.
Create several connected wave sectors, and one thin sector at the
beginning of the travelling wave (you'll know why in a minute). These
wave sectors must be four-sided. Texture the waves with water, tag them all [0,1]
, and lower them all by a couple of units. Assign each wave sector's 'first wall' (with Alt + F
, shown as blue in the image) on the same side. The first wall is the axis for a sector's slope, and strangely enough the wall opposite
the first wall will attach itself to the adjacent sector (this is why
we need the thin sector; It separates the first wave from the higher
surrounding floor). Add the following sprites to each wave sector: S[StartingHeight,29]
(Speed[0,MaximumHeight]
). The Speed
is optional, but recommended. StartingHeight
is the wave's initial height, and it controls the offset between waves. MaximumHeight
is the highest point the wave can reach (1024 works well).