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Re: Spawn protection timer?
Posted: Wed 9. Jul 2014, 22:00
by Pegasus
Wormbo wrote:[...]You take 100 damage for every multiple of the minimum fall damage speed above the threshold, so a Minotaur impact can cause up to 400 fall damage to a freshly spawned and protected player.
This confuses me a bit. Are you supposing that a mino shell would hit a freshly spawned and temporarily invulnerable player in such a way that it would give their velocity a substantial negative-Z value? Because if the scenario is just the more usual case where they're sent flying sideways and upwards in a parabolic trajectory, their drop past the apex would be only owed to gravity. To that last point, I remember doing some tests in Torlan where I'd crouch and teleport myself to the map's "ceiling", then move a bit to start dropping straight down to see what the maximum fall damage I could incur would be. I made sure to always hit a flat ground surface and still, the damage never went past 110-120hp, which would suggest there's a terminal velocity and corresponding dmg threshold (although I gotta admit haven't checked the code to confirm). Fall damage to the tune of 400hp sounds ...unreal.
Re: Spawn protection timer?
Posted: Thu 10. Jul 2014, 19:36
by Wormbo
Yes, falling physics impose a terminal velocity that is configurable in the PhysicsVolumes. The default terminal velocity is 2500UU/s, which limits the falling damage to something like 108hp. (I think the terminal velocity is applies after performing the physics update, so you can actually achieve a slightly higher impact speed.) But even just 100 damage is enough to kill a freshly spawned player. The scenario where the maximum downward speed is achieved obviously involves a hit from above to the top center of the collision cylinder. Minotaur drivers are more likely to attack the ground next to players, of course, so they are sent flying instead. And sideway flying is relatively harmless, due to the small downward component of the velocity. (Horizontal movement isn't used at all for calculating falling damage, even if you'd leave a big splat on a wall.

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Re: Spawn protection timer?
Posted: Wed 30. Jul 2014, 23:53
by [P]etya
If that is the case then I see no reason to have it. I mean it makes the game more frustrating when you can't shoot down somebody and it doesn't help either as it appears. No wonder why the majority of the servers didn't use it.