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Falling damage
Posted: Thu Oct 24, 2002 10:29 pm
by wacko
Does anyone know how to change the damage players take when falling from different heights?
Posted: Tue Jun 03, 2003 8:08 am
by wacko
this question is now more important than ever for me now, as i have lots of walls where players
have to cross.
i don't want to lower those walls because of the rest of the architecture and i would have to change so much of it.
Players loose 5% health just for entering the battlefield over a 176units high wall
Does anyone found out s/th???? lower the gravity? putting s/th nice into the map script?
if everything else fails, has anybody found out which height a player can fall without taking damage (i could try out, but maybe s/o already knows?)
Pleeeease help!
Posted: Tue Jun 03, 2003 8:44 am
by jv_map
Use a texture with surfaceparm nodamage on the ground (for example a thin clip brush).
clip
Posted: Tue Jun 03, 2003 12:11 pm
by tltrude
You can also use clip brushes at the top of the wall so players can't fall--invisable guard rails.
Posted: Tue Jun 03, 2003 12:48 pm
by Zip
You could put some crates, barrel, anything to jump down on to reduce the height they fall. If they fail to land on the crate/whatever, then it's their tough luck!
Posted: Tue Jun 03, 2003 1:37 pm
by wacko
thanks to all!!
jv's advice is the best (for my case)! will make a custom texture for it! you'll see it soon in our new map

Posted: Tue Jun 03, 2003 8:06 pm
by wacko
Once again thanks for helping!

And I found out an even better way to do it! I can also select the face,
Shift+Ctrl+LBM (left mouse button) on the face
open the surface inspector
press 's'
fetch the parameters of the texture in this face
MMB (middle mouse button) on the face
make it a texture with nodamage
in the surface inspector, check 'nodamage', press 'Apply' button
Deselect the face
press 'ESC'
Done! You can even in the 1st step select multiple faces, as long as they have the same texture (including scale and orientation) to save time.
This way, the surface keeps its step sound, which otherwise would have to be done by lots of different "nodamage-clip" textures.