It is indeed ok.
Let me know how it works out.
*Edit: A few notes.
As somebody pointed out when I first started messing with this project, these are merely Fly's in DevilFish costumes.
Keep this in mind when using them.
I have tweaked these so that they will indeed fly/swim in and out of water, unlike the default Fly.
But don't bother screwing around with trying to make them stay in the water, as they will not cooperate at all.
It could probably be made to happen, but would be horrible and inefficient, and not the right solution.
I made a few attempts at that earlier, and while I could make them struggle a whole lot to get out, they would
eventually escape the waterzone and fly around. (It was cool to watch. The default SP AI code was fighting my changes.)
That being said, put a lake in your testmap anyway.
About an hour ago, I finished grafting in the cool ranged attack stuff onto an actual DevilFish. (IsA("DevilFish") == True)
It is working very well I think. They will ignore players until they enter the water, as a fish should, but then
attack with both the melee and ranged attacks. They are a bit more active than the default DevilFish, and will
continue ranged attacks after you jump out of the waterzone. (Usually...)
Some times they will flop up onto the bank after you. If they are lucky, they will flop back into the water.
They will not attack out of the water.
Just have the UT only version of it with the scorchmarks done ATM.
Waiting to hear your initial test results as far as if the FSharks_RC4U1 pawns work as they should with your U1 setup and Map and server etc
before I kick out a U1 version of it. Pretty sure it will, but would like confirmation before I compile more stuff with my somewhat non-standard