Cheap_Suit: Probably not with just that. Damage is based on their falling velocity when they hit the ground, and a few defines. When I was adding hostage fall damage to my plugin, I had to try to find Counter-Strike's values (they are different from the base HL ones), and this is what I came up with.
Code:
// not exact, but pretty darn close
#define PLAYER_MAX_SAFE_FALL_SPEED 488.5
#define PLAYER_FATAL_FALL_SPEED 988.5
#define DAMAGE_FOR_FALL_SPEED 100.0 / (PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED)
So far it seems to be 100% accurate after the rounding occurs. Maybe you could try this code (ie, this would make them take 10.0 fall damage):
Code:
new Float:damage = 10.0
set_pev(id,pev_watertype,CONTENTS_SOLID);
set_pev(id,pev_flags,pev(id,pev_flags) & FL_ONGROUND);
set_pev(id,pev_flFallVelocity,PLAYER_MAX_SAFE_FALL_SPEED + (damage / DAMAGE_FOR_FALL_SPEED));
It might have to be executed in one of the thinks.
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