Turning off fall damage
by Jonathan Rose · in Torque Game Engine · 08/03/2003 (5:03 am) · 15 replies
I didnt notice this untill I got aerial direction control working, due to the inability to jump far enough, but now, I take damage from falls, I want to disable this feature... could someone tell me how? (I want to disable both the damage, and the red flash)
#2
08/03/2003 (6:39 am)
Thanks... youve been alot of help so far.
#3
08/05/2003 (10:05 pm)
You could also try reading some of the code ... many of your questions have obvious answers.
#4
Cut the kid some slack.
08/06/2003 (12:32 am)
He is 15, his profile marks him as an admitted novice, this is the "Getting Started" board... Cut the kid some slack.
#5
08/06/2003 (12:41 am)
Also, "speedDamageScale" doesn't really sound like its related to falling :P
#6
Please don't clog up the forums with more pointless unhelpful posts.
Jonathan has just bought the engine and wanted a little help to get started - I don't see a problem with that?
Oh and I remember answering some of your questions that had "obvious" answers when you had been using Torque for over a year!
-Greg.
08/06/2003 (1:06 am)
Xavier,Please don't clog up the forums with more pointless unhelpful posts.
Jonathan has just bought the engine and wanted a little help to get started - I don't see a problem with that?
Oh and I remember answering some of your questions that had "obvious" answers when you had been using Torque for over a year!
-Greg.
#7
And I'm not clogging, there's lot's of resources, lot' of comments and even Ben Garney and the guys have committed the new documentation effor to CVS (which i haven't read myself since i'm on vacations :P)
I'm not being harsh, I'm just saying that many things are already there and reading and interpreting is the best way to get the quick grasp for the engine, else a newbie will be years asking questions instead of understanding the engine.
That's it... no pun intended... and I'm really curious as to what question you answered to me :) (and no, im not starting a flame war against you, i'm just curious since you mention it)
@Stefan: that' because it's not for falling btw :) It also affects vertical hits, or even upwards hit against the ceiling... but yes, that isn't THAT obvios... but the other threads.. yes.
08/06/2003 (10:35 am)
@Greg: you answering me questions??? Now that's freaky, please point me to one since I remember perfectly that we never even got to talk about torque.And I'm not clogging, there's lot's of resources, lot' of comments and even Ben Garney and the guys have committed the new documentation effor to CVS (which i haven't read myself since i'm on vacations :P)
I'm not being harsh, I'm just saying that many things are already there and reading and interpreting is the best way to get the quick grasp for the engine, else a newbie will be years asking questions instead of understanding the engine.
That's it... no pun intended... and I'm really curious as to what question you answered to me :) (and no, im not starting a flame war against you, i'm just curious since you mention it)
@Stefan: that' because it's not for falling btw :) It also affects vertical hits, or even upwards hit against the ceiling... but yes, that isn't THAT obvios... but the other threads.. yes.
#8
Which questions.. let me see.. ah a couple I clearly remember:
-your turret code that wasn't quite working
-the menu gui placement problems
-finding the errors in our mission file that was crashing the build
Many of our discussions are still available on the iNw team forums and I still have all our chat logs from IRC. Please feel free to contact me outside of these forums if you're still really curious and I'll be more than happy to dig out them out for you.
Anyway.. trying to get back on topic.. I don't disagree that spending time with the code and working out what it does is the best way to learn. Jonathan's questions weren't asking what people thought the best way to learn Torque was they were simply a few basic questions to get started. I'm sure that since having these answered and realising how easy Torque makes it to change things quickly in script that Jonathan will now have the confidence to work on his next objectives without asking for help straight away.
-Greg.
08/06/2003 (12:12 pm)
@Xavier.. you seem to forget we were on the same team for a while and had many discussions about Torque.Which questions.. let me see.. ah a couple I clearly remember:
-your turret code that wasn't quite working
-the menu gui placement problems
-finding the errors in our mission file that was crashing the build
Many of our discussions are still available on the iNw team forums and I still have all our chat logs from IRC. Please feel free to contact me outside of these forums if you're still really curious and I'll be more than happy to dig out them out for you.
Anyway.. trying to get back on topic.. I don't disagree that spending time with the code and working out what it does is the best way to learn. Jonathan's questions weren't asking what people thought the best way to learn Torque was they were simply a few basic questions to get started. I'm sure that since having these answered and realising how easy Torque makes it to change things quickly in script that Jonathan will now have the confidence to work on his next objectives without asking for help straight away.
-Greg.
#9
08/06/2003 (1:21 pm)
Just wait until he tries to figure out how to change the rate of fire and reload times on a weapon!
#10
Please remeber that I left iNw before you even comitted a single line of code to the GreenLight cvs.
Again im not starting a war against YOU. Whatever differences we had at iNw are to be left out of this, just don't throw crap at me that's not mine.
08/06/2003 (9:19 pm)
@Greg: out of these forums.. right.. because that's untrue. For example, I never asked you why the turret wasn't working, I sent you the code so you could get started doing something for the game and I told ya it wasn't finished but I did explain what you had to do... and I might have that email somewhere... what menu gui placement problems? Please remeber that I left iNw before you even comitted a single line of code to the GreenLight cvs.
Again im not starting a war against YOU. Whatever differences we had at iNw are to be left out of this, just don't throw crap at me that's not mine.
#11
If you remember I wrote a lot of code for GreenLight before you "left". It was never submitted to the code repository because you wouldn't give the password out to anyone! Which is the reason the project was delayed and I was forced to start from scratch on it. Don't believe me? - Speak to the team.
This will be my last reply to you in this topic so there is no need to reply to this here - instead I look forward to continuing this discussion with you outside of the forums if you feel the need.
-Greg.
08/07/2003 (1:02 am)
Xavier,If you remember I wrote a lot of code for GreenLight before you "left". It was never submitted to the code repository because you wouldn't give the password out to anyone! Which is the reason the project was delayed and I was forced to start from scratch on it. Don't believe me? - Speak to the team.
This will be my last reply to you in this topic so there is no need to reply to this here - instead I look forward to continuing this discussion with you outside of the forums if you feel the need.
-Greg.
#12
Regarding to my original post, the best piece of advice I can give to anyone starting is to try .. and try very hard to figure things on your own and read on the code just to know what it does... this helps a lot.. of course at first it'll take longer to do silly things than asking on the forums... but once you've done a couple you'll understand lots more about the engine, and that will help you on getting more work done without having to ask ppl around and in less time of course, besides, you'll feel great when you see it working and you've done it all by yourself :)
08/09/2003 (1:05 am)
Sure, wouldn't mind, it's just a personal issue... just I don't like you spreading misinformation about myself.Regarding to my original post, the best piece of advice I can give to anyone starting is to try .. and try very hard to figure things on your own and read on the code just to know what it does... this helps a lot.. of course at first it'll take longer to do silly things than asking on the forums... but once you've done a couple you'll understand lots more about the engine, and that will help you on getting more work done without having to ask ppl around and in less time of course, besides, you'll feel great when you see it working and you've done it all by yourself :)
#13
speedDamageScale=0; // great :)
I think this highlights something important, what is obvious to some is not so obvious to others,
and the more help people give on the "obvious" the faster development will go.
Just my thoughts.
07/19/2007 (7:32 am)
Heres a message 5 years on, thanks for this post saves me time on searching for a quick answerspeedDamageScale=0; // great :)
I think this highlights something important, what is obvious to some is not so obvious to others,
and the more help people give on the "obvious" the faster development will go.
Just my thoughts.
#14
07/19/2007 (8:51 am)
Once you understand it, it's obvious. Before then, not so much...
#15
edit player.cs
function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
{
// %obj.damage(0, VectorAdd(%obj.getPosition(),%vec),
// %vecLen * %this.speedDamageScale, "Impact");
}
ImpactMinSpeed = 300.0;
groundImpactShakeFreq = ".1 .1 .1";
groundImpactShakeAmp = ".1 .1 .1";
groundImpactShakeDuration = .1;
groundImpactShakeFalloff = 10.0;
groundImpactMinSpeed = 300.0;
minImpactSpeed = 445;
speedDamageScale = 0;
08/07/2007 (7:21 pm)
K i've found a few extra things to stop the fall crash =edit player.cs
function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
{
// %obj.damage(0, VectorAdd(%obj.getPosition(),%vec),
// %vecLen * %this.speedDamageScale, "Impact");
}
ImpactMinSpeed = 300.0;
groundImpactShakeFreq = ".1 .1 .1";
groundImpactShakeAmp = ".1 .1 .1";
groundImpactShakeDuration = .1;
groundImpactShakeFalloff = 10.0;
groundImpactMinSpeed = 300.0;
minImpactSpeed = 445;
speedDamageScale = 0;
Torque Owner Greg Ellwood
Open player.cs from fps\server\scripts and look for this variable:
speedDamageScale
Set it to 0 to turn off fall damage.
-Greg.