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No fall damage (Eliminates damage from falling!!)


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Plugin Info:     Modification:   ALL        Category:   Gameplay        Approver:   Geesu (62)
v3x
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Join Date: Oct 2004
Location: US
Old 02-01-2006 , 19:29   No fall damage (Eliminates damage from falling!!)
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No Fall Damage v0.2 - by v3x

Description:
This plugin simply allows you to control whether or not there is damage from falling to the ground.

Cvars:
mp_falldamage 0
0 - No fall damage
1 - Fall damage


Required Modules:
- Engine

Changelog:
v0.2 - Fixed run time error(s)
v0.1 - Initial release

Note: You probably WILL have to put the cvar in a config file even though the default is 0! I do not know why it does this, sorry.

Credit to leakgfhp for some of the code.

Enjoy!
Attached Files
File Type: sma Get Plugin or Get Source (no_fall_damage.sma - 18949 views - 763 Bytes)
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Last edited by v3x; 04-24-2008 at 23:10.
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SweatyBanana
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Old 02-01-2006 , 19:34  
Reply With Quote #2

yet another good plugin based from a suggestion
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SweatyBanana
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Old 02-01-2006 , 19:38  
Reply With Quote #3

Ohh...and i have a suggestion for this...

make it have a cvar where u can set the distance ppl can fall from without getting hurt (different from mp_falldamage).

IDK if its a good idea, just something I would like.
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eFrigid
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Join Date: Aug 2005
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Old 02-01-2006 , 19:57  
Reply With Quote #4

Nice!
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Xanimos
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Join Date: Apr 2005
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Old 02-01-2006 , 20:51  
Reply With Quote #5

If I was on plugin team I would have approved it by now.
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v3x
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Join Date: Oct 2004
Location: US
Old 02-02-2006 , 00:12  
Reply With Quote #6

Thanks for the positive feedback!

Quote:
Originally Posted by SweatyBanana
Ohh...and i have a suggestion for this...

make it have a cvar where u can set the distance ppl can fall from without getting hurt (different from mp_falldamage).

IDK if its a good idea, just something I would like.
Find out the easiest way to get the fall distance and I shall implement it ;)
__________________
What am I doing these days? Well, I run my own Rust server. It's heavily modded. If you'd like to join, the ip is 167.114.101.67:28116

I also created a website called Rust Tools. It will calculate and tell you the raw amounts of resources needed to craft items.
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VEN
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Join Date: Jan 2005
Old 02-02-2006 , 08:17  
Reply With Quote #7

Code:
// max fall height implementation and reconnect runtime error fix #include <amxmodx> #include <engine> #define FALL_VELOCITY 350.0 #define MAX_FALL_HEIGHT 250 // player would get hurt if he falled over greater height new g_start_falling_height[33] new bool:g_height_reached[33]; public plugin_init() {   register_plugin("No fall damage", "0.1", "v3x");   if(!cvar_exists("mp_falldamage")) {     register_cvar("mp_falldamage", "0");   } } new bool:falling[33]; public client_PreThink(id) {   if(get_cvar_num("mp_falldamage") == 0 && is_user_alive(id)) {     if(entity_get_float(id, EV_FL_flFallVelocity) >= FALL_VELOCITY) {       if(g_height_reached[id])         return       new origin[3]       get_user_origin(id, origin)       if(!falling[id]) {         //server_print("DEBUG: [%d] Start falling at height [%d]", id, origin[2])         falling[id] = true         g_start_falling_height[id] = origin[2]       }       else if(g_start_falling_height[id] - origin[2] > MAX_FALL_HEIGHT) {         /*     server_print("DEBUG: [%d] MAX FALL HEIGHT is reached at height [%d]. Height difference [%d]",     id, origin[2], g_start_falling_height[id] - origin[2])         */     falling[id] = false;         g_height_reached[id] = true       }     } else {       falling[id] = false;       g_height_reached[id] = false     }   } } public client_PostThink(id) {   if(get_cvar_num("mp_falldamage") == 0) {     if(falling[id]) {       entity_set_int(id, EV_INT_watertype, -3);     }   } }
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[SS] Oxygen
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Old 02-02-2006 , 08:19  
Reply With Quote #8

Erm..Just one question..
Does it work for the worldspawn thing (or sometihng i dunno)

Like those maps where there is no floor or something
then there is the ending point at the bottom where you ab-so-lute-ly have to die.
Will you die there?
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VEN
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Old 02-02-2006 , 08:21  
Reply With Quote #9

You'll die because of touching to trigger_hurt entity.
It's absolutely velocity independent.
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[SS] Oxygen
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Old 02-02-2006 , 08:22  
Reply With Quote #10

Just asking..these trigger_hurt entities are the destroyable by those entity destroying plugins?
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