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
| Field | Type | Unit / range | What it does |
|---|---|---|---|
from | number | m | Water height (world y) when it starts. |
to | number | m | Water height when it has risen. |
rise_time | number | s, 0 … 86 | Seconds the rise takes (eased in and out; 0 at once). |
start | number | s, -1 … 36 | Seconds after Play starts before it rises; -1 waits for water_event start. |
rain_rise | number | m/h, 0 … 50 | Extra rise per hour at full rain (the weather's precipitation). |
drain | number | m/h, 0 … 50 | How fast the rain's extra drains away in dry weather. |
ceiling | number | m | Highest the water gets (world y); 0 no limit. |
current_heading | number | deg, -360 … 360 | Compass direction the current flows toward. |
current_speed | number | m/s, 0 … 15 | Current speed (floating things drift with it; over ~1.2 m/s it foams). |
report_step | number | m, 0.01 … 100 | Scripts hear flood_level each time the level moves this far. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us