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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Wed Feb 17, 2010 10:15 am Post subject: Falling: What is max Quake feet without damage? |
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How high can a platform be and you can jump off to a solid surface and not sustain any damage? _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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negke
Joined: 16 Apr 2008 Posts: 56
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Posted: Wed Feb 17, 2010 12:31 pm Post subject: |
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224 units IIRC.
If the fall is higher, you can keep the player from taking damage by placing a trigger_push (pointing down, low speed) at that height. Though in most situations this would feel out of place.
Edit: Haha, whatever you say. Good timing. 
Last edited by negke on Wed Feb 17, 2010 12:32 pm; edited 1 time in total |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Wed Feb 17, 2010 12:31 pm Post subject: |
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Looks like 256 about the max. If you are 256 "Quake feet" up, and you fall off ... no damage. But if you jump off, damage.
/Oops, negke replied right when I was posting this.  _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Wed Feb 17, 2010 12:58 pm Post subject: |
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A really thin layer of water/slime/lava on the ground will also stop falling damage (like 8 units deep). While it may look out of place, the physics won't feel different. _________________ What's a signature? |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Wed Feb 17, 2010 1:30 pm Post subject: |
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Spike wrote: | A really thin layer of water/slime/lava on the ground will also stop falling damage (like 8 units deep). While it may look out of place, the physics won't feel different. |
I guess you could cover it with (or embed it in) a func_illusionary. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Wed Feb 17, 2010 5:34 pm Post subject: |
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Well, why would you want to place triggers or water if the distance is so high?
If it IS so high, then the player should take damage. There are mods that lower this limit, in order to make the gameplay more realistic. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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negke
Joined: 16 Apr 2008 Posts: 56
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Posted: Wed Feb 17, 2010 7:56 pm Post subject: |
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Usually yes. However, in some situations you might want to make sure the player does not take damage. For example, if he's forced into a high-above area with a tough battle (that potentially gets him down to 5 health) and the only way back down is jumping. |
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