flood

Rising water on this object's water body (a lake or pond outline drawn over the low ground; where the ground is above the level the water stays under it, so the outline can be generous): the level climbs from `from` to `to` over rise_time (and with the weather's rain), with a current that carries what floats in it. Give the water muddy colors and low clarity for flood water. Any change starts it over. Scripts hear 'flood_level' { level, name } every report_step.

In scene text

flood { from 1  to 1  rise_time 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 10

FieldTypeUnit / rangeWhat it does
fromnumbermWater height (world y) when it starts.
tonumbermWater height when it has risen.
rise_timenumbers, 0 … 86Seconds the rise takes (eased in and out; 0 at once).
startnumbers, -1 … 36Seconds after Play starts before it rises; -1 waits for water_event start.
rain_risenumberm/h, 0 … 50Extra rise per hour at full rain (the weather's precipitation).
drainnumberm/h, 0 … 50How fast the rain's extra drains away in dry weather.
ceilingnumbermHighest the water gets (world y); 0 no limit.
current_headingnumberdeg, -360 … 360Compass direction the current flows toward.
current_speednumberm/s, 0 … 15Current speed (floating things drift with it; over ~1.2 m/s it foams).
report_stepnumberm, 0.01 … 100Scripts hear flood_level each time the level moves this far.
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