Is it possible to make fall damage fatal?

_J_

L1: Registered
Aug 27, 2018
8
0
I'm working on a map that is very open and very vertical. I don't want players to be able to just jump off the path because TF2's fall damage system is forgiving and you can never die from a fall at full health no matter how high you are. Only 3 solutions I know are

  1. Put invisible walls all over the map to avoid players completely skipping to the end (Which I've already done for some areas)
  2. Putting trigger hurt brushes all over the map in the areas where a fall from this certain height should kill you
  3. Leave it be and hope for the best
Options 1 and 2 just seem sloppy to me and I can't think of any better solution. Does anyone know a different method?
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Well, I don't know the context of the map, but the 2° solution is the most common... Maybe we can suggest a better solution if you give more details.
By the way, 3° never works... Players are guilt until you prove the opposite.
 

_J_

L1: Registered
Aug 27, 2018
8
0
Well, I don't know the context of the map, but the 2° solution is the most common... Maybe we can suggest a better solution if you give more details.
By the way, 3° never works... Players are guilt until you prove the opposite.
Certainly, what details may I provide? I can tell you now the map has players climbing skyscrapers on the sides with ladders and traversing across them. The highest playable area is 1,440 hammer units tall from the street.

The problem I have with option 2 is that I want players to eventually make their way down to street level, and my design is very open once on the street level, but putting trigger hurts everywhere may hinder it greatly.
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
I'm not sure if this is the best solution, but try this:
1° Create a trigger between platforms
- Trigger gives the player a filter name
2° Create a trigger in the ground of the next platform
- Trigger kills player with the filter name of the platform above

Don't forgot to create a trigger that remove the filter name

Here... I give you a very realistic drawing (because my explanation sucks):
4RJn5M3.jpg

This is just a concept. Don't ask me how to do it in the editor... I have no idea :oops: (Actually I have a vague idea, but I don't have tf2 installed anymore)
 
Last edited:

Pinsplash

bad bad bad
May 8, 2016
156
71
There is a fourth option, but you won't like it: restructure your map so that jumping down is pointless.