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#1 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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trigger_nofalldamage
could we have something that can disable falldamage inside a specified volume, i have a huge elevator, but is quite slow to wait untill it's up there, and they you still have to go down, so whould nofalldamage trigger could be usefull there, i was also thinking of water, but i the elevator is in quite an open spot.
PS: what's wrong with the postcount? -7,192 ?? EDIT: now its -5,941, weird EDIT2: OK, 18,973 ![]() Last edited by stino; 03-15-2007 at 06:44 PM. |
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#2 |
Join Date: Mar 2007
Location: Melbourne
Posts Rated Helpful 0 Times
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http://developer.valvesoftware.com/w...physics_motion
That's what valve used to do that slow falls bit in the citadel just before they take all of your weapons. Of course you could tweak it so it's closer to a cushioned landing. |
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#3 |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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Those things are a lot of fun.
__________________
TG: pretty much you have no idea how much i fuckin own at this game. TG: i bested no less than three flaming tornados and broke a huge wizard. |
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#4 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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thx, i'll see what i can do with it
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#5 |
Join Date: Mar 2007
Posts Rated Helpful 1 Times
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How about adding some water below it?
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#6 | |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
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#7 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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But wouldn't the problem arise, that if you use the vphysics motion in the elevator, you'd end up going slower than the elevator itself? Going down of course.
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#8 |
You'd only use it at the very bottom wouldn't you?
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#9 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Oh, Yeah, I guess that would fix that, I was assuming that he meant using it on the elevator platform itself, so it moved when it went up/down
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