Deadly Floor

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
Post Reply
User avatar
metal_head
Posts: 1244
Joined: Sat Jan 05, 2008 8:31 pm
Location: Bulgaria,Sofia
Contact:

Deadly Floor

Post by metal_head »

I got a level where you are on the top of a high building and you mustn't fall beacuse otherwise you'll die,but the problem is that when you fall off you dont die.My question is can I make the ground deadly so if you fall of the building you die (please explain it to me step by step I'm a total newbie)
User avatar
bernie
RF Moderator
Posts: 1249
Joined: Tue Nov 15, 2005 10:07 am
Location: Ireland

Post by bernie »

Welcome to the forums.

Open PlayerSetup.ini in RFScriptEdit and change the following values to suit your needs. The distances are in texels and 1 texel is about 1 inch.

; minimum distance player must fall to sustain damage
minimumfalldistance = 100
; distance after which player sustains maximum damage
maximumfalldistance = 200
; maximum damage from a fall
falldamage = 10

above is the default so the distance at which the player starts to recieve damage is about 8 feet and recieves maximum damage at about 16 feet 6 inches and the maximum damage for a fall would be 10 health points. If you want the player to die after falling 16 feet and the max health your palyer has is 100 (default) then set the figure to 100 and the player will die. Play around with the figures to suit your own circumstances and resave.
User avatar
metal_head
Posts: 1244
Joined: Sat Jan 05, 2008 8:31 pm
Location: Bulgaria,Sofia
Contact:

Post by metal_head »

Thanks I'll try
User avatar
metal_head
Posts: 1244
Joined: Sat Jan 05, 2008 8:31 pm
Location: Bulgaria,Sofia
Contact:

Post by metal_head »

I want to ask is there another way of making the floor deadly I mean can't I just make the floor deadly without chahnging any of the player characteristics
User avatar
QuestOfDreams
Site Admin
Posts: 1520
Joined: Sun Jul 03, 2005 11:12 pm
Location: Austria
Contact:

Post by QuestOfDreams »

Make the ground a world model and use a ModelStateModifier to turn it into a DamageGenerator.
Post Reply