I think (not sure) that a dmg filter can do the trick.
hellraisedsurfer@FPSB said:
SCROLL DOWN TO VIEW VIDEO INSTEAD OF PICS (had no program to take pics from SourceSDK)
Anyways here it comes
First create a filter_damage_type entity
Go to properties
Name: removefalldmg (u can use what u want )
Filter mode: Disallow entities that match criteria
Dmgtype: FALL
now press apply and close it
browse for texture called trigger and create a box where ppls need to go to get fall dmg off
press ctrl+t and make it Trigger_multiple
make delay before reset: 0
go under Outputs
Press add and do like this
My output named: OnStartTouch
Targets entities named: !activator
Via this input: SetDamageFilter
With a parameter override of: removefalldmg
!!!!!----- !activator and SetDamageFilter WILL APPEAR IN RED! -----!!!!!
press apply and close it
CONGRATULATION YOU CREATED A TRIGGER WHICH REMOVES FALL DMG!
This will permanently remove the fall dmg, the enable it again add this:
add a filter_damage_type (enablealldmg) and set type to something random (a value that doesnt exist). and Allow entities that match critira (not 100% sure, but im @ school so i cant test it) and add this
My output named: OnEndTouch
Targets entities named: !activator
Via this input: SetDamageFilter
With a parameter override of: enablealldmg
This should work (tested it once, but only to make someone unvulnerable to all dmg types, not sure if Fall is also Fall in TF2)
When i'm home i will add a prefab
back to my maths now xD