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water currents


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not make one big trigger push inside the water. make a lot of pusher at regular distance, vert thin and short and with a low pushing speed.. when a trigger push is triggered, making also a deactivation of the trigger itself for same second with scripting, so the push disappear and player can pass through if is so fast to beat the currents, if player is too slow, trigger re appear and he get another push back . :D

I suggest to alternate pushing and multiple trigger that switch off for some second the pushing trigger. every multiple trigger need to be really close in front of the push that disappear, of 1 map unit maybe.

Jedi so hit the multiple trigger but also hit the pusher, the pusher push back it, but the multiple deactivate the pusher for some time, player need to be so fast to pass throught deattivated pusher before his reactivation.

Boothand likes this
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