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Fall damage Details »»
Fall damage
Version: 2.0.1, by Monster psychic cat Monster psychic cat is offline
Developer Last Online: Dec 2017

Category: Version: SRB2 Rating: (1 votes - 2.80 average)
Released: 03-18-2016 Last Update: 03-10-2017 Installs: 0
Scripts Re-Useable Content


Players receive damage when falling from "excessive heights".

There's a sound warning.

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File Type: zip fall_damage.zip (69.3 KB, 214 views)

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Old 04-01-2016   #2
Wolfy
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Everything here's good to go, welcome to releases!
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Old 04-01-2016   #3
MK.exe
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No download? Strange. I thought releases have downloads :T
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Old 04-01-2016   #4
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Originally Posted by MK.exe View Post
No download? Strange. I thought releases have downloads :T
Glad I'm not the only one that noticed. I'm actually interested in hosting this wad on Nimbus Ruins in CTF lol.
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Old 04-02-2016   #5
MosaicMario
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It has some rather interesting effects on bottomless pits.


Spoiler: Also blooper
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Old 04-02-2016   #6
RomioTheBadass
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Realistic Robo Blast, Nice .
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Old 04-02-2016   #7
Rumia1
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I knew I should've submitted my Bubsy wad sooner, but noooo... I didn't think it would be accepted because of a lack of sprite work. Besides, who even knows what a Bubsy is?

"What could possibly go wrong?"
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Last edited by Rumia1; 04-02-2016 at 10:15 AM.
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Old 04-02-2016   #8
MK.exe
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Quote:
Originally Posted by MosaicMario View Post
It has some rather interesting effects on bottomless pits.


Spoiler: Also blooper
The first one looks like the Sonic 1 spike bug
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Old 04-15-2016   #9
Blaze The Cat
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I think it would become a little more realistic if you lose a certain amount of rings equivalent to 16 + MOMZ (16 - MOMZ while gravflipped). And, if the total is negative, you start taking ring damage. You can potentially lose all your rings this way, but that's the most you CAN lose, anyway. As always, fall damage with no rings = death.
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Old 04-15-2016   #10
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Quote:
Originally Posted by Rumia1 View Post
I knew I should've submitted my Bubsy wad sooner, but noooo... I didn't think it would be accepted because of a lack of sprite work. Besides, who even knows what a Bubsy is?

"What could possibly go wrong?"
don't think for a second that I don't know what's going on here

At this point Bubsy would make the perfect joke wad.
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Old 04-15-2016   #11
Blaze The Cat
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Quote:
Originally Posted by CobaltBW View Post
At this point Bubsy would make the perfect joke wad.
Good luck importing all that wonderful voice acting into a single wad, and selecting from it randomly now and then. Imagine him on a networked game, on a large server, voices everywhere!

Back on-topic here, the reason why I suggested this works off of MOMZ, is because of ceiling springs and their potential to throw you hard against the ground. Now if only Water slowed you down upon entering it, it would mitigate the fall damage a little...
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Old 04-16-2016   #12
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Quote:
Originally Posted by CobaltBW View Post
don't think for a second that I don't know what's going on here

At this point Bubsy would make the perfect joke wad.
I am sorry for bringing this even more off topic but do you think it would be allowed without custom sprites? Because I seriously can't sprite >.<

Carry on with the topic, sorry.
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Old 04-16-2016   #13
VAdaPEGA
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Normal Gravity

Half Gravity

This is not how physics work

(Also to add on the Bubsy topic here, having fall damage on a joke wad would only work if you base it off the 2D games because Bubsy 3D does not have fall damage, despite having a (unused) death cutscene for it)
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Old 04-16-2016   #14
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Quote:
Originally Posted by VAdaPEGA View Post
This is not how physics work
Well, the opening post mentions "falldmgtimer <tics>" as a variable, which implies fall damage is done based on how many tics you've been in the air, not your vertical speed when landing. So yeah, that pretty much is how physics work. With less gravity, you're in the air for longer, so...
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Old 04-16-2016   #15
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Quote:
Originally Posted by Zwip-Zwap Zapony View Post
Well, the opening post mentions "falldmgtimer <tics>" as a variable, which implies fall damage is done based on how many tics you've been in the air, not your vertical speed when landing. So yeah, that pretty much is how physics work. With less gravity, you're in the air for longer, so...
It's not how real life physics work, though. An airplane can remain in the air for several hours and still not crash when it touches the ground, as long as it doesn't descend too fast. Meanwhile, a person can be fired out of a downward-facing cannon 20 meters above the ground and still die on impact, even though they spent only a fraction of a second in mid-air.
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Old 04-16-2016   #16
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Quote:
Originally Posted by 742mph View Post
It's not how real life physics work, though.
I know, but it seems to be exactly how this script is coded to work.
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Old 04-16-2016   #17
toaster
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yes, that is the point of vada's joke, he is drawing attention to the fact that the script goes against real life physics. it's counterintuitive to say that the falling damage script is 1) physics and 2) more relevant to what he said than any other definition of the word physics

It might be wise for MPC to rewrite this script to take momentum into account instead of time.
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Old 04-17-2016   #18
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Quote:
Originally Posted by toaster View Post
It might be wise for MPC to rewrite this script to take momentum into account instead of time.
Quote:
Originally Posted by Blaze The Cat View Post
The reason why I suggested this works off of MOMZ, is because of ceiling springs and their potential to throw you hard against the ground.
Why not add bonking your head on a ceiling to this, as well as colliding into linedefs? If we're going full realism, why not? Or perhaps falling into water too quickly. That's dangerous too. Oh, and grass is softer than rock, so maybe we should be more lenient with that, too.
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Old 04-17-2016   #19
Rumia1
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Why not just change the script to do what I did in mine? Check to see the z momentum of your character and base it off that, say if it's less than say... 22 fracunits it doesn't do anything and if it's over said amount it racks up more damage until it eventually kills you instantly?
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Old 04-24-2016   #20
Blaze The Cat
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You could check to see if the player's momentum vector suddenly decreases quickly (Or, if you want to be mean, increase, too) And if that change is above a threshold, start doing damage. You could check the change over a matter of say... half a second? Quarter of a second? A few frames?

For example, I could walk off a cliff and suddenly jam myself in a corner with a MOMY of 40 and a MOMZ30, and I have 13 rings, and the threshold is 30.

If I rushed into the corner suddenly, that would be a change of 50. I would end up either dying, or losing all my rings and having none left. However, if I let myself hit the wall first, I'll lose 10 rings from damage, and fall harmlessly to the ground. Or, I could slow down, land on the ground and backpedal to a halt.
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