Riccetts Did some tests to make sure water switch works. First is the Dmask script.
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore\huds\Dmask.dds,hudname=Dmask,hudhide=1,hudmake=display
:state=0:hudreset,hudx=50,hudy=90,hudsize=22,hudfont=arial,hudtext= 'G' to equip Diving mask,hudname=text,hudhide=1,hudmake=display,state=10
:state=10,plrwithinzone=1:state=1,hudshow=text
:state=1,plrwithinzone=0:hudunshow=text
:state=1,plrwithinzone=1,keypressed=34 1:hudunshow=text,hudshow=Dmask,state=2,sound=$0
:state=2,keypressed=34 0:state=3
:state=3,keypressed=34 1:hudunshow=Dmask,state=4,sound=$0
:state=4,keypressed=34 0:state=1
:activated=1:hudunshow=Dmask,state=5
Here is the water script. Note that I changed "waterheightofzone" to "waterheight"
Using "waterheightofzone" would not kill the water. You are going to have to adjust to your needs.
"waterheight=570 means its on Layer-5, 70% high up in that layer. If your using it on layer 4 change it to 470 or whatever. Easy
:state=0:state=1
:state=1:water=1,waterfogdist=500,waterred=210,watergreen=230,waterheight=570,state=2
:state=2,activated=1:waterheight=100,state=3
:state=3:etimerstart,state=4
:state=4,etimergreater=1000:water=0
Place both in a triggerzone and give them both the Same Name. Put that name in the switch ifused field and done.
Water & mask now should disappear even underwater when switch is activated.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Location: You know that space between a dresser and the floor? Yeah, that's where I'm at !