You can use terrain as a passable and invisible entity for water, and use another model, block, or asset to represent the visible water.

just use the passable_ent pointer with c_trace. If the trace origin or end is inside the passable terrain, the passable_ent pointer is set to the terrain. You could set one of the skills of the terrain, and have your script check this skill to detect is as water. laugh

(though I wish there was a way to detect when a player is inside a solid mesh / block for detecting if it accidentally became embedded in a solid after movement...)


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