Falling damage


Craftos
04-26-2003, 10:59 AM
Hi everyone in this shiny new place :)

I am working on a map with tall city buildings. HL falling damage is not quite realistic (even in 'Realistic' mode). Player can survive jumping off hights like 512 or so (1 floor on my map has about 160 height). Jumping from 1st floor - no damage, from second - damage about 50%. From 3rd - about 90.
I want to prevent people jumping off higher floors and roofs (I mean make it more lethal or totally prohibit), cause it will mess game-flow and well, looks stupid (survived jump). I thought about two ways :
- Clip brush - but it will prevent moving making it not real (invisible wall)
- Trigger_hurt or game_player_hurt area.
What do you think would be best? Or maybe you have some other ideas.

Quakah
04-26-2003, 11:39 AM
you can do this:

4th |
|
3rd |
| ------------------- Trigger hurt
2nd|
|
1st |
|
0 |

so when they jump from 3rd or higher they die

xerent
04-26-2003, 11:41 AM
Clip the edges so people *CANT* jump off, a'la Unreal Tournament... :)

04-26-2003, 12:55 PM
thats actually a good idea both of you :)

Craftos
04-26-2003, 01:07 PM
I was thinking about something like Quakah written. Clip brushes are more 'idiotproof' but invisible wall in mid-air ? I don't like it on other maps. I still want to let people shoot to street below (it's narrow), so with clip brushes they could stand at mid of roof, but could not move more.
I will probably go "hurt" way.

redfalcon
04-26-2003, 01:16 PM
maybe make different layers of trigger hurt between each floor. so if you jump from the 4th you get 3 times the damage you would from say a 2nd floor jump.

Dodge
04-26-2003, 01:18 PM
or you can turn up the gravity, so there is more. Then you fall faster and harder.

Craftos
04-26-2003, 01:41 PM
Originally posted by Dodge
or you can turn up the gravity, so there is more. Then you fall faster and harder. Yeah I was thinking about this also. It could also shorten jumping distance. But I'm not sure how it will be working since people can walk at street level, so high-gravity area should end somewhere above ground - so I don't know if it would work (depends on which fall damage is based - vertical velocity or (more likely) height. In second case gravity change would not matter.
Hurting still looks best, other nice thing that I can add some yelling when falling. Sadly I can't change camera view so player would fall facing ground with yelling and camera spinning.
aaaaaaaaaaaaaaa splash :D.

xerent
04-26-2003, 04:59 PM
If there's a trigger in mid-air, that causes damage to the player, that player might die in mid-air. :)

04-26-2003, 05:10 PM
Yeah sounds good, I had a rooftop map type of thing and I had this same trouble.

Craftos
04-27-2003, 04:18 AM
Originally posted by xerent
If there's a trigger in mid-air, that causes damage to the player, that player might die in mid-air. :) Yeah, that's negative thing, but they keep falling and land (dead) on ground so fast, so they won't notice. If they do anyway, I can always say it was heart attack :D.

Quakah
04-27-2003, 04:22 AM
you can trun it this way: the dmg in mid-air set to 60 and the fall on the ground will be lethal for the player ^^

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.