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Mathyaz

L1: Registered
Feb 26, 2016
27
6
In the spawn room for my map, koth_wharfcrane, I have a second floor/hallway to make room for four more spawns for 32 players. That spawn area is exactly 256 hu off the ground to clear doorways and resupply lockers.

RED SPAWN
red-spawn-jpg.14005


I know that some players enjoy the jumping classes (Scout, Soldier, etc) and would more often than not jump off that platform when they get down to the rest of the players. Even someone who just jumped off the edge for fun would take damage from that fall. Even if it's just the spawn room, I would like to prevent damage from this fall. And I succeeded, with a damage filter that took away the damage when they hit the ground, and turned it back on when they left the trigger area.
The issue with this, is that even with an output that turns fall damage back on, I found that Soldiers can't rocket jump after leaving the spawn room. Jumping works, the rocket launches, but there is no damage whatsoever from the rocket explosions. I've tried to rocket jump with different model launchers, but nothing seems to work. Anybody have any ideas as to why this would happen?
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Honestly I'd just lower that platform by 64 hu, people can still fit easily under a 192-u high ceiling and still have jumping room. Alternately you can put a layer of water on the floor, that prevents fall damage.
 

Mathyaz

L1: Registered
Feb 26, 2016
27
6
Here are screenshots of the output menus for each, in case someone needs to see it.

Output 1
DamageFilter - OnStartTouch.png


Output 2
DamageFilter - OnEndTouch.png


Honestly I'd just lower that platform by 64 hu, people can still fit easily under a 192-u high ceiling and still have jumping room. Alternately you can put a layer of water on the floor, that prevents fall damage.

If I could fix the damage filter, I'd like to do that first. But if I drag this out as a problem for too long, I'll probably lower the hallway itself, I think.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
I second the suggestion of redesigning the hallway. Try not to resort to hacky band-aid solutions for things that could be fixed just by adjusting the layout a little, especially if said solution will break blast jumping in the spawn room and possibly confuse players.
 

Mathyaz

L1: Registered
Feb 26, 2016
27
6
So, after a little bit of digging, I decided to do what you guys suggested and just altered the spawn rooms. They now look like this...

First Floor:
20160319164542_1.jpg


Second Floor:
20160319164558_1.jpg


That wasn't too bad, I guess haha

*Updated spawn rooms to be included in a3*