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Falling damage [message #370054] Mon, 02 February 2009 08:33 Go to next message
ErroR is currently offline  ErroR
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It's really annoying that when u fall u get damaged not by a number but by % for example u have 1000 health and jump off wf, u have like 600.. or when u jump of wf with a low grav scale (jump slow) u still get damaged.
Re: Falling damage [message #370056 is a reply to message #370054] Mon, 02 February 2009 08:34 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Yep it is, but it's intended and thus won't be changed.

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Re: Falling damage [message #370057 is a reply to message #370054] Mon, 02 February 2009 08:36 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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at least the grav scale thing Dont Get It i mean u fall like 5 seconds, from wf and still get damage

[Updated on: Mon, 02 February 2009 08:36]

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Re: Falling damage [message #370058 is a reply to message #370054] Mon, 02 February 2009 08:42 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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I wouldn't try falling for 5 seconds... Without aerodynamic drag you'll have a speed of 180 km/h when you hit the ground...

But no, it's all intended and not bugged so we won't touch it. If you want it changed you should make a mod or modded map or something.


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[Updated on: Mon, 02 February 2009 08:45]

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Re: Falling damage [message #370187 is a reply to message #370054] Tue, 03 February 2009 03:52 Go to previous messageGo to next message
Wiener is currently offline  Wiener
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Why is it intended to lose health based on percent and not on falling hight?

EDIT: an example...

I jumped down wf on a flying map.

soldier (100) lost 18 =18%
patch (200) lost 36 = 18%
havoc (250) lost 44= 17,6% (maybe jumped a tad higher)

So why is it intended to lose more health from the same free fall just because I have a heavier character?


w w w. T h e K O S s 2. o r g

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[Updated on: Tue, 03 February 2009 11:45]

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Re: Falling damage [message #370242 is a reply to message #370054] Tue, 03 February 2009 11:45 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Because it's explicitly coded that way? Razz It would be really weird if they would have accidentally done that.

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[Updated on: Tue, 03 February 2009 11:46]

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Re: Falling damage [message #370243 is a reply to message #370054] Tue, 03 February 2009 11:46 Go to previous messageGo to next message
Wiener is currently offline  Wiener
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I added some to the first post... could you check that plz

EDIT: an example...

I jumped down wf on a flying map.

soldier (100) lost 18 =18%
patch (200) lost 36 = 18%
havoc (250) lost 44= 17,6% (maybe jumped a tad higher)

So why is it intended to lose more health from the same free fall just because I have a heavier character?


w w w. T h e K O S s 2. o r g

http://dedi.thekoss2.org/wiener/signatures/vodcaO.jpg
Re: Falling damage [message #370276 is a reply to message #370054] Tue, 03 February 2009 13:40 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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i see both of you having a good point
Re: Falling damage [message #370291 is a reply to message #370054] Tue, 03 February 2009 14:17 Go to previous messageGo to next message
Wiener is currently offline  Wiener
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Well, Seye sais it was coded like that on purpose. He thinks it looks like a quick solution to make char die from falling from a certain height or something like that. Its obviously wrong but maybe due to the forced rushed release of ren, westwood coders were "encouraged" to find quick solutions to finish the game Huh

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Re: Falling damage [message #370294 is a reply to message #370054] Tue, 03 February 2009 14:27 Go to previous messageGo to next message
RTsa is currently offline  RTsa
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It would take like 30secs to change it. Not any quicker to do it like that.

As for the falling damage..IMO, it's fine the way it is. If it was changed, you could (for example) wallhop the canyon windows very easily with advanced chars, so it does definitely change gameplay.


[Updated on: Tue, 03 February 2009 14:29]

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Re: Falling damage [message #370297 is a reply to message #370054] Tue, 03 February 2009 14:40 Go to previous messageGo to next message
Ghostshaw is currently offline  Ghostshaw
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Just doing a fixed amount of damage would actually be simpler. But its a bit silly to think that people will survive different fallheights Razz.

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Re: Falling damage [message #370305 is a reply to message #370054] Tue, 03 February 2009 15:38 Go to previous messageGo to next message
candy is currently offline  candy
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well trained people (havoc) would survive a higher fall then a not trained person (regular soldier)
you could also add a limit so that a havoc wont survive ridiculously high falls

edit: when you are already hit by a bullet you also have less chance of surviving a fall, with this the % amount doesn't make any sense Razz
unless i'm getting it wrong and it does #% based on the max health, not on the health your char has

[Updated on: Tue, 03 February 2009 15:40]

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Re: Falling damage [message #370308 is a reply to message #370054] Tue, 03 February 2009 16:06 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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There's a lot wrong with the current method, but it was probably done to make suer soldiers fall to death from distance > a and soldiers don't get hurt if distance < b. Any distance between a and b is scaled. I can think of many possible reasons why they could have done it that way, it doesn't really matter though because the current way is not really broken; it works just fine, even though it's not really realistic. I see no reason to change it.

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[Updated on: Tue, 03 February 2009 16:07]

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Re: Falling damage [message #370317 is a reply to message #370054] Tue, 03 February 2009 16:18 Go to previous messageGo to next message
Craziac is currently offline  Craziac
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It is indeed intended as StealthEye has said. This is the same formula as used by server.dat:
Damage = (MaxHealth / 15) * (FallingHeight - 5);

I know why there is concern about it and I don't think it's a very good system but it is how Westwood made it and doesn't appear to be an error.

You could make your own hook to determine the falling damage if you were really keen to.


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Re: Falling damage [message #373573 is a reply to message #370054] Wed, 25 February 2009 23:12 Go to previous messageGo to next message
TruYuri is currently offline  TruYuri
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"The bigger they are, the harder they fall."
Re: Falling damage [message #373617 is a reply to message #370054] Thu, 26 February 2009 08:15 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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Another interesting thing involving falling damage and teleporters. If you have a teleporter at say z = 10 and you jump into it and it puts you at say z = -20, the game thinks you fell that whole way and will kill you.

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Re: Falling damage [message #373638 is a reply to message #370243] Thu, 26 February 2009 10:30 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Wiener wrote on Tue, 03 February 2009 11:46

I added some to the first post... could you check that plz

EDIT: an example...

I jumped down wf on a flying map.

soldier (100) lost 18 =18%
patch (200) lost 36 = 18%
havoc (250) lost 44= 17,6% (maybe jumped a tad higher)

So why is it intended to lose more health from the same free fall just because I have a heavier character?

Oh come on guys, slow down and think about it, let say I jump off a building and die, you know, splatter on the pavement, you actually think that someone else could jump off the build and walk away from it perfectly fine (excluding Chuck Norris). Percentage makes sense because it keeps everyone on a level playing field, that way if you being chased when you jump off a cliff with a solider with 100 health and the other guy has 200, you don't end up with 10 heath and he is left with 110.


Re: Falling damage [message #373642 is a reply to message #373638] Thu, 26 February 2009 10:41 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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Jerad Gray wrote on Thu, 26 February 2009 19:30

Wiener wrote on Tue, 03 February 2009 11:46

I added some to the first post... could you check that plz

EDIT: an example...

I jumped down wf on a flying map.

soldier (100) lost 18 =18%
patch (200) lost 36 = 18%
havoc (250) lost 44= 17,6% (maybe jumped a tad higher)

So why is it intended to lose more health from the same free fall just because I have a heavier character?

Oh come on guys, slow down and think about it, let say I jump off a building and die, you know, splatter on the pavement, you actually think that someone else could jump off the build and walk away from it perfectly fine (excluding Chuck Norris). Percentage makes sense because it keeps everyone on a level playing field, that way if you being chased when you jump off a cliff with a solider with 100 health and the other guy has 200, you don't end up with 10 heath and he is left with 110.

my post was about grav scale too, how to understand that Dont Get It
Re: Falling damage [message #373646 is a reply to message #370054] Thu, 26 February 2009 10:58 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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can't show an example from game (BECAUSE IT CRASHES)so here's another.
  • Attachment: Example.gif
    (Size: 17.34KB, Downloaded 119 times)
Re: Falling damage [message #373650 is a reply to message #370054] Thu, 26 February 2009 11:23 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Yeah, I'd like to see that get fixed. It's really annoying for mods, but for normal ren, it doesn't exactly affect it. Therefore, certainly not a priority.

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Re: Falling damage [message #373676 is a reply to message #370054] Thu, 26 February 2009 16:53 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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What I'd love to see done is the ability to have seperate walk speeds for every character. As it is right now, walk speed for every soldier in your mod/map is controlled by changing the 'general' settings in LevelEdit, and the soldier's walk speed is only determined by slowing down their running speed with whatever number you use in 'general'. That's retarded.

[Updated on: Thu, 26 February 2009 16:54]

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Re: Falling damage [message #374391 is a reply to message #373676] Mon, 02 March 2009 09:11 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Canadacdn wrote on Fri, 27 February 2009 00:53

What I'd love to see done is the ability to have seperate walk speeds for every character. As it is right now, walk speed for every soldier in your mod/map is controlled by changing the 'general' settings in LevelEdit, and the soldier's walk speed is only determined by slowing down their running speed with whatever number you use in 'general'. That's retarded.



Some mutant does have a different walking speed. Not sure which but...


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Re: Falling damage [message #374414 is a reply to message #374391] Mon, 02 March 2009 10:38 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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EvilWhiteDragon wrote on Mon, 02 March 2009 18:11

Canadacdn wrote on Fri, 27 February 2009 00:53

What I'd love to see done is the ability to have seperate walk speeds for every character. As it is right now, walk speed for every soldier in your mod/map is controlled by changing the 'general' settings in LevelEdit, and the soldier's walk speed is only determined by slowing down their running speed with whatever number you use in 'general'. That's retarded.



Some mutant does have a different walking speed. Not sure which but...

the initiate
Re: Falling damage [message #374475 is a reply to message #370054] Mon, 02 March 2009 14:33 Go to previous messageGo to next message
RTsa is currently offline  RTsa
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How's it done and can't the same thing be done to all units?

Re: Falling damage [message #374541 is a reply to message #370054] Mon, 02 March 2009 22:50 Go to previous messageGo to previous message
Canadacdn is currently offline  Canadacdn
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Wrong. The intiate's walk speed is slightly faster because his running speed also is. The rest of the infantry units have the same running speed, and therefore the same walk speed.
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