Class damage amounts, jumping heights and distances

Discussion in 'Mapping Questions & Discussion' started by Brandished, Feb 10, 2008.

  1. Brandished

    Brandished L5: Dapper Member

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    EDIT: This post will no longer to be updated after 5-30-2008, check the VDC's Reference Page for more complete and up to date info.

    I had to collect a lot of this info while working on my obstacle course style map and figured why not share it with everyone else. The measurements are mostly maximum damages/heights/distances and are mostly in ranges, I haven't yet narrowed all of them down to the 1 unit mark. The lower number in the range can be cleared, but not the higher number (eg: the demoman can jump up onto a platform that is 64 units high, but not one that is 96). For all ranges marked with minimum, the reverse is true (eg: A player can't walk over a step that's 0 units wide, but can walk over one that's at least 0.1 units wide).

    *All jumping heights/distances were measured using crouch jumps due to crouch jumps allowing for further distance/height then regular jumps.

    *Damage data gathered using func_breakable's - Min Damage to hurt. Settings for the entities were: Strength > 1.0, Physical Impact damage scale > 0.1


    Demoman

    Weapon 1, Grenade Launcher: 50~60
    Weapon 2, Pipe Bomb (sticky) Launcher: 110~120
    Weapon 3, Bottle: 60~70
    Jumping Height: Normal 72, 1 sticky 928~960, 2 stickies 3072~3104, 3* stickies 6323?, 4* stickies 7769?
    Jumping Distance: Normal 250~256, 1 sticky 2112~2144, 2 stickies 5845?


    Engineer

    Weapon 1, Shotgun: 60~70
    Weapon 2, Pistol: 10~20
    Weapon 3, Wrench: 60~70
    Jumping Height: Normal 72, Teleporter 84, Dispenser 127, Sentry lvl_1-3 138
    Jumping Distance: Normal 256~288, Dispenser 288~320, Sentry lvl_3 315?


    HW Guy

    Weapon 1, Minigun: 30~40
    Weapon 2, Shotgun: 60~70
    Weapon 3, Fists: 60~70
    Jumping Height: 72
    Jumping Distance: 192~224


    Medic

    Weapon 1, Needle gun: 10~20
    Weapon 2, Bone saw: 60~70
    Jumping Height: 72
    Jumping Distance: 256~288


    Pyro

    Weapon 1, Flamethrower: N/A
    Weapon 2, Shotgun: 60~70
    Weapon 3, Ax: 60~70, 60~70
    Jumping Height: 72
    Jumping Distance: 256~288


    Scout

    Weapon 1, Scattergun: 60~70
    Weapon 2, Pistol: 10~20
    Weapon 3, Bat: 30~40, 30~40
    Jumping Height: Normal 72, Double-Jump 117
    Jumping Distance: Normal 320~352, Double-Jump 608~640


    Sniper

    Weapon 1, Sniper Rifle: 50~60 (no charge), 150~160 (full charge)
    Weapon 2, Submachine gun: 0~10
    Weapon 3, Kukri (knife): 60~70, 60~70
    Jumping Height: 72
    Jumping Distance: 256~288


    Soldier

    Weapon 1, Rocket Launcher: 90~100
    Weapon 2, Shotgun: 60~70
    Weapon 3, Shovel: 60~70
    Jumping Height: Normal 72, 1 Rocket 544~546?, 2 Rockets 928~992, 3 Rockets 1184~1248, 4 Rockets 1312~1376
    Jumping Distance: Normal 224~256, 1 Rocket 992~1024


    Spy

    Weapon 1, Revolver: 40~50
    Weapon 2, Knife: 40~50
    Jumping Height: 72
    Jumping Distance: 256~288


    Etc
    Max height of stair step: 18
    Minimum width of stair step: 0.03~0.04
    Minum height to fall from before taking damage: 260 ~ 280
    Max distance a spy can travel while cloaked: 3000~3100
    Max distance a demoman can launch a sticky: 1540~1640
    Max surface height an engineer can build on by jumping from a sentry: 186~190
    Maximum slope an engineer can build on 1/2 ~ 3/5
    Minimum ceiling height required for an engineer to build a:
    - dispencer: 62~64
    - sentry: 66~68
    - teleporter: 94~96


    *Medic assistance required


    The demo and soldier weapon aided crouch jumps are the highest/furthest platforms I was able to land on in my custom map, I'm not sure if they're 100% accurate, they may be able to go higher/further.

    I collected most of the demoman's distances using a script I found for measuring distances in game. The script tells you what object/texture is under your aiming reticule and how far away it is from where you are (sv_cheats must be enabled before it will work):

    Code:
    bind "p" "distancealias"
    alias distancealias "developer 1; surfaceprop; wait 750; developer 0"
    I collected most of this info using a test map I made here:
    http://www.mediafire.com/?wnhm43jpxh4 *VERSION 7*
     
    • Thanks Thanks x 2
    Last edited: May 30, 2008
  2. trackhed

    trackhed L3: Member

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    awesome i was just asking for this in the chat earlier today!
     
  3. Scotland Tom

    Scotland Tom L6: Sharp Member

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    I knew some of this before, but your list is by far the most comprehensive I've seen. Wonderful information gathering!
     
  4. fartron

    fartron L1: Registered

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    Put this in a tutorial or on the valve wiki, because this thread will get buried and I will curse myself for not being able to find it.
     
  5. Brandished

    Brandished L5: Dapper Member

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    Once I make the ranges more exact I'll probably do just that. Right now I'm working on a new test map idea that should (hopefully) enable me to narrow done the ranges to within 1 hammer unit.
     
  6. Brandished

    Brandished L5: Dapper Member

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    Updated the stats post above, all the jumping heights (except for the sticky/rocket jumps) were narrowed down to 1 hammer unit. I'm still working on the distances and damage amounts, though I'm taking a break for now.

    The big thing is the custom map update, after reading quite a few tutorials, I've managed to make it much more usable. I added a bunch of custom textures for it to be easier to plot out measurements for obstacles such as walls and gaps between structures. You can also use it to double check the measurements if you want. It still could use a lot of work/additions, let me know what you think. I'm thinking of reworking it to be easily portable to other source based games.
     
  7. zbandito

    zbandito L1: Registered

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    those sound like useful textures, are they available for download?
     
  8. Brandished

    Brandished L5: Dapper Member

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    There just number/letter textures. Very, very basic. If you want I can put them in a zip/rar and upload them somewhere, or you could use packrat and extract them from the map itself.
     
    Last edited: Feb 16, 2008
  9. Brandished

    Brandished L5: Dapper Member

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    Added a bunch more info I found messing around in hammer. I not planning on narrowing down the jumping distances to one hammer unit, nor the damage amounts to 1 strength unit anymore, it's just too tedious (one's patience has its' limits). Anyways.... I'm gonna go ahead and add what of this I can to the Valve Dev WiKi, but remember, you can also subscribe to this thread (click on thread tools at the top) to avoid having to dig through older posts to find it.
     
  10. phatal

    phatal L6: Sharp Member

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    Are these just normal jump heights or are they jump crouch? Could you include which ever is not already?
     
  11. Brandished

    Brandished L5: Dapper Member

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    There all crouch jump heights/distances. I'll add a note to the main post.

    Not quite sure what you're asking about.
     
  12. phatal

    phatal L6: Sharp Member

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    You have 1 jump height listed for each. I was asking if it was a regular jump or if it was a crouch jump. Whichever it is not add that to the listing.
     
  13. Brandished

    Brandished L5: Dapper Member

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    Ah, I see. I didn't include regular jump distance information because I never recorded it to begin with. I didn't need the information for my obstacle course type map when I started making this list 2 months ago.

    Anyways, according to the Dev Wiki, regular vertical jumps are about 27 units less then crouch jumps (http://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper's_Reference). Although, there's nothing listed in the WiKi for how regular horizontal jumps compare to crouch horizontal jumps, from my experience they are similar to the vertical jumps, roughly 25~35 units less then the crouch jumps, give or take.
     
    Last edited: Mar 18, 2008
  14. phatal

    phatal L6: Sharp Member

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    O wow.. didn't realize I could find that info there. VERY useful! Thanks again. :)
     
  15. Brandished

    Brandished L5: Dapper Member

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    I *finally* got around to cleaning up the VDC reference page and adding the last of my info to it. As I don't want to have to keep updating info in two separate places (and as this thread tends to get barried under all the posts here), just use the VDC as a reference for this info from now on. I don't plan on updating this thread anymore after today.