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Water Fall Damage


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Plugin Info:     Modification:   ALL        Category:   Gameplay        Approver:   Brad (55)
XxAvalanchexX
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Old 01-07-2007 , 00:48   Water Fall Damage
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Water Fall Damage 0.10
Thanks to v3x's No fall damage for making me realize to hook falling on prethink and check it on postthink.

Description
Just like in Counter-Strike: Source, if you fall into shallow water, you will take fall damage as you would if you regularly fell that distance. Only if you fall into deep, swimmable water, will you not take any fall damage. This should work for all Half-Life mods.

Cvars
waterfalldmg (default 1) - controls whether or not you take damage for falling into shallow water
Attached Files
File Type: sma Get Plugin or Get Source (waterfalldmg.sma - 2094 views - 923 Bytes)
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SweatyBanana
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Old 01-07-2007 , 01:59   Re: Water Fall Damage
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Hawt.
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Cheap_Suit
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Old 01-28-2007 , 04:41   Re: Water Fall Damage
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I think you already realized it before v3x posted that plugin.
http://forums.alliedmods.net/showthr...14&postcount#8
or you forgot about that? Lol good job anyways. BTW, can you "force" an ent to take fall damage with
Code:
set_pev(id,pev_watertype,CONTENTS_SOLID)
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Voi
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Old 01-28-2007 , 06:49   Re: Water Fall Damage
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very useful plugin, gj

its funny to see how ppl fall and die on aztec i forgot about plugin and died many times too

but if he jumps into water player should take a bit less damage than jumping to the ground
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Last edited by Voi; 01-28-2007 at 06:51.
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XxAvalanchexX
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Old 01-28-2007 , 15:35   Re: Water Fall Damage
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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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Simon Logic
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Old 01-29-2007 , 09:54   Re: Water Fall Damage
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#define MAX_SAFE_FALLSPEED_CS 500.0
#define MAX_SAFE_FALLSPEED_HL 580.0
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XxAvalanchexX
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Old 01-29-2007 , 20:29   Re: Water Fall Damage
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Where did you come up with the value for CS?
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Simon Logic
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Old 02-13-2007 , 09:36   Re: Water Fall Damage
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I have my own plugin (not released yet) which changes some HL physics. By using it (with debug messages) i detected critical speed for CS with accuracy of +-2.0. I don't think VALVe's programmers love non-round values. Thus 500 is ideal speed. When i set it I had no false damage during long lasting tests.
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Last edited by Simon Logic; 02-13-2007 at 09:42.
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Voi
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Old 02-13-2007 , 12:37   Re: Water Fall Damage
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cool, i would be glad to see this

btw if u jump at de_rats from the shelf to water pot u will die, this has to be fixed somehow
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godlike
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Old 02-13-2007 , 12:38   Re: Water Fall Damage
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Only if you fall into deep, swimmable water, will you not take any fall damage

please read before posting.
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