I suspect that you need to be able to see the centre of the placeable, I know of a world where there is an area that uses a bone covered floor placeable but walking round the corridors the floor is black only to turn magically to bones when you open the door to a room in the centre.
I use this script to do the same thing as you are doing, put it in the "onenter" event of the area properties. The script was originally by Vinos though he doesn't seem to be around anymore. I've just adapted it to flood any area with any floor effect I need (find others at the bottom of the constants list in the script editor). Alter the height by changing the number at the end of the last line.
// a_tile_sewer_oe
//
//Floods the area with sewer water at a height of 2.5
//
#include "x2_inc_toollib"
void main()
{
if(GetLocalInt(OBJECT_SELF, "area_flooded") == TRUE) return;
SetLocalInt(OBJECT_SELF, "area_flooded", TRUE);
int iWidth = GetAreaSize(AREA_WIDTH, GetArea(OBJECT_SELF));
int iHeight = GetAreaSize(AREA_HEIGHT, GetArea(OBJECT_SELF));
TLChangeAreaGroundTiles(GetArea(OBJECT_SELF),X2_TL_GROUNDTILE_SEWER_WATER,iWidth,iHeight, 2.5f);
}
Hope this helps
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Modifié par Tyndrel, 02 décembre 2010 - 08:18 .