Falling damage [message #370054] |
Mon, 02 February 2009 08:33 |
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ErroR
Messages: 2984 Registered: March 2008 Location: Moldova
Karma: 0
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General (2 Stars) |
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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.
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Re: Falling damage [message #370058 is a reply to message #370054] |
Mon, 02 February 2009 08:42 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
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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.
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Mon, 02 February 2009 08:45] Report message to a moderator
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Re: Falling damage [message #370187 is a reply to message #370054] |
Tue, 03 February 2009 03:52 |
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Wiener
Messages: 300 Registered: September 2005 Location: Germany
Karma: 0
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Recruit |
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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
[Updated on: Tue, 03 February 2009 11:45] Report message to a moderator
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Re: Falling damage [message #370294 is a reply to message #370054] |
Tue, 03 February 2009 14:27 |
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RTsa
Messages: 484 Registered: January 2005 Location: Finland
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Commander |
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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.
OMC NOB
Ragdoll Matrix
[Updated on: Tue, 03 February 2009 14:29] Report message to a moderator
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Re: Falling damage [message #370305 is a reply to message #370054] |
Tue, 03 February 2009 15:38 |
candy
Messages: 62 Registered: March 2007
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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
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] Report message to a moderator
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Re: Falling damage [message #370308 is a reply to message #370054] |
Tue, 03 February 2009 16:06 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
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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.
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Tue, 03 February 2009 16:07] Report message to a moderator
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Re: Falling damage [message #373617 is a reply to message #370054] |
Thu, 26 February 2009 08:15 |
bisen11
Messages: 797 Registered: December 2004
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Colonel |
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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 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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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?
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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.
Visit Jerad's deer sweat shop
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Re: Falling damage [message #373642 is a reply to message #373638] |
Thu, 26 February 2009 10:41 |
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ErroR
Messages: 2984 Registered: March 2008 Location: Moldova
Karma: 0
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General (2 Stars) |
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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?
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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.
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my post was about grav scale too, how to understand that
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Re: Falling damage [message #373650 is a reply to message #370054] |
Thu, 26 February 2009 11:23 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
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General (2 Stars) |
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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.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: Falling damage [message #373676 is a reply to message #370054] |
Thu, 26 February 2009 16:53 |
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Canadacdn
Messages: 1830 Registered: September 2005 Location: Temple of Nod
Karma: 0
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General (1 Star) PLECOS MASTER |
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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] Report message to a moderator
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