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Author Topic: Fall damage filter  (Read 6355 times)

Offline Paul

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Fall damage filter
« on: February 26, 2010, 11:57:41 PM »
Some of your may have seen this in the surf_fantasy thread and I'm sure there's loads of them, but I decided to post it here.

MAKING A FALL DAMAGE FILTER

(right click and click view image if they are too small unless you're using internet explorer, in which case you fail at life)
STEP 1:

Create the filter_damage_type, disallow entities that blah blah, fall. Like so:


STEP 2:

Create the trigger_multiple and MAKE SURE YOU SET THE DELAY BEFORE RESET TO 0.0001!!! Like so:


STEP 3:

Set the outputs for the trigger_multiple like this:


DO NOT MAKE THE PLAYERS TELEPORT OUT OF WHERE THE FILTER IS IF THEY RESPAWN OR AT LEAST MAKE ONE WHERE THEY TELEPORT TO!
« Last Edit: February 26, 2010, 11:59:37 PM by Paul »

Offline S.T.A.L.K.E.R.

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Re: Fall damage filter
« Reply #1 on: February 27, 2010, 12:39:54 AM »
paul, you know you can set the time before reset to 0, and it works fluently. :3

Offline Exither.

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Re: Fall damage filter
« Reply #2 on: February 27, 2010, 01:46:56 PM »
paul, you know you can set the time before reset to 0, and it works fluently. :3

True and I think 1 output is enough too  \

Offline Helix

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Re: Fall damage filter
« Reply #3 on: February 28, 2010, 12:18:14 AM »
True and I think 1 output is enough too  \
Uhm, no.

If someone passes 0.1 millisecond after you he will not get the filter. That is why your falldamage fails in your maps?

Offline PimpJuice

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Re: Fall damage filter
« Reply #4 on: February 28, 2010, 01:40:54 PM »
Why doesnt anybody just do
LogicAuto
OnMapSpawn
Fall_dmg_entity
Use or w/e

Why won't that work in skillsurfmaps? \
How to type here!?

Offline Exither.

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Re: Fall damage filter
« Reply #5 on: February 28, 2010, 08:18:37 PM »
Uhm, no.

If someone passes 0.1 millisecond after you he will not get the filter. That is why your falldamage fails in your maps?

i never saw any fails of my falldamage O.

Offline Helix

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Re: Fall damage filter
« Reply #6 on: February 28, 2010, 08:49:31 PM »
No because the chance is really small it will. But why creating a chance for failure when you can also remove any possibility for failure?

Offline Absolute

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Re: Fall damage filter
« Reply #7 on: March 01, 2010, 04:09:01 PM »
Why doesnt anybody just do
LogicAuto
OnMapSpawn
Fall_dmg_entity
Use or w/e

Why won't that work in skillsurfmaps? \
because if you spawn after the map has spawned you'll miss the fall filtering thingy
but instead of adding the fall damage to only one player, you can readd it to everyone when the trigger is touched, which will definitly work then
just change the !activator to player

Offline S.T.A.L.K.E.R.

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Re: Fall damage filter
« Reply #8 on: March 02, 2010, 05:41:29 PM »
1 trigger, 1 output, everyone is good to go.

protip: use a trigger_teleport without a destination to apply the damage filter.

Offline Absolute

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Re: Fall damage filter
« Reply #9 on: March 12, 2010, 03:52:56 PM »

protip: use a trigger_teleport without a destination to apply the damage filter.
uhm wtf ? why

Offline RazerSurf

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Re: Fall damage filter
« Reply #10 on: March 12, 2010, 04:05:05 PM »
uhm wtf ? why

Why not? 1. Cause you don't have to mess with the relay shit then. 2. ryan S said so. 3. Ryan S said so.