I do not know if projectiles have any function called when they enter water --
particleWaterEmitterParticleEmitter datablock used to generate particles for the projectile whenit is under water, and when it is entering or leaving water.
They must have. You can make the projectile emitter, explosion and light different when it is underwater.I tested it and it works in Blockland.
Demian, that's not true at all.All (or at least most) default datablock properties aren't used by scripts at all unless the scripts hook into the functionality somehow. That particular property is used by the engine's client-side prediction to spawn an appropriate emitter when the project enters water.There is no function called for a projectile entering water. There is one called for Armor::onEnterLiquid(%this, %obj) that can be used to detect if a player object enters a liquid, but it cannot work for projectiles to the best of my knowledge.Your best best, if you really REALLY really REALLY want this, is to hook a looping schedule on the projectile after creation that does a box search on the projectile's world box looking for the $TypeMasks::WaterObjectType mask.