Navigate InfoSuite Introduction README The Basics Advanced FX References Game Secrets Hosted At | Advanced FX - Water - A2 : Submergible Water Submergible Water This is slightly more complex than regular water. This type of water utilizes a teleporter to mimic submergible water. Submergible Water Create an above-water sector, and a below-water sector. These two sectors must be the same size and shape. Tag the above-water sector `[0,1]`, and tag the below-water sector `[0,2]`. Texture the above-water sector's floor with water (#336), and the below-water sector's ceiling with water. If you want the water to look like sewage, change its palette to 8. Place an `S[Channel,7]` in the exact same place in each water sector. The angles of each `S` have no effect on submergible water teleporters. Although it may seem like the sensible thing to do, do not raise the below-water `S`: Both must be "grounded" in order for the effect to work properly. Notes: This type of teleporter will not impose a delay on objects attempting to pass through it in quick succession. A player's movement will not be momentarily halted after passing through this type of teleporter. The motion is continuous, which helps to suppress any suspicions of teleportation from the player. Don't place toilets or urinals underwater. After having a slash in the pool, you cannot resurface! I suppose that's a suitable punishment for the crime. Submergible Slime Contrary to popular belief, you do not have to give the underwater `S` a palette value of 8 (or 3, or anything) to make slime. To make Submergible Water glow like slime, simply replace the water textures with `FLOORSLIME` (#200). Technically, you only need to do this to the below-water sector's ceiling, but you should also replace the above-water sector's floor texture for consistency. Return to top