Killer fall damage?

Discussion in 'Mapping Questions & Discussion' started by Ultimate Potato, May 18, 2010.

  1. Ultimate Potato

    Ultimate Potato L1: Registered

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    Hello, I'm working on a map that revolves around fall damage and changing water levels, and I need some help with fall damage.


    One team (blue) has to jump down into the flooded enemy base and attack it. They start at a half flooded base and have to work their way up. Every point they capture raises the water.
    The thing is, I want platforms & such kill with falling damage, so that attackers are forced to fall into the water and have to work their way up.

    From what I know, if you fall from the maximum possible height source can handle, you take about 80 damage and that's it :blink:

    The other problem is that players will be walking on the platforms, so only people that fall from the top of the hole die.

    You can't simply slap a trigger_hurt over the thing (maybie through a complicated system I can use a trigger_hurt?). Any ideas?
     
  2. CapellanCitizen

    CapellanCitizen L2: Junior Member

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    The only system that I can think of is combining a trigger_look set to use velocity instead of where the player is looking (Check under Flags) that fires the output "Ontriggered !activator sethealth 0" when triggered by a player falling at a certain speed (IIRC falling speed is 800hu per second per second. I'm probably wrong). However, this solution will not only not display "X fell to a clumsy and painful death" but might not even work, as I am not certain that setting a player's health to 0 will not crash the game (setting a building's health to 0 with the same command crashes TF2), let alone kill the player. Also, trigger_look might not work in TF2, as it was designed for single player. IIRC trigger_look worked in CSS.



    But then again, so did monitors.
     
  3. Geal

    Geal L4: Comfortable Member

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    You could try putting a trigger_hurt above the platforms in such a way that players have to go through it to land on them. Yes, they'll die before actually falling, but it gets the job done.
     
  4. absurdistof

    aa absurdistof

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    If you want to kill them on impact a trigger_hurt laid over the ground and filtered to blue would work rather nicely. Consult Boojum, but there might be a way to check players as they go through the entrance.

    That said, I don't think killing players as punishment will be a very stable game mechanic. I would suggest that you force them to land in certain places, but that you don't offer them choices then kill them for not choosing accordingly.
     
  5. Ultimate Potato

    Ultimate Potato L1: Registered

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    I made a sketch of my map. I guess I could show it to give you guys a better idea.

    [​IMG]

    If the fall thing is impossible, maybie it could be done somehow else. Perhaps water blasting out from pipes covering the platform or something. Or a roof like on 2fort bridge, ony slippery.

    Blue filtered trigger_hurt probably won't work though. Lets say a red demoman triple sticky jumps outside the hole and then jumps down, or a blue soldier rocketjumps into the killzone.

    I'm fine with scouts and dead-ringer-parachutes reaching the top levels though.

    The picture is a quick sketch in paint and isn't necessarily what the map will look like. For instance, the first part where it says "this height already kills with fall damage" should be much bigger, so the picture is disproportional.
    Still, I hope a crude picture is enough to try help me out :)
     
    Last edited: May 25, 2010