Editing Falling damage
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If the player falls a long distance in Hexen, they will scream before the impact, which is usually fatal, although there is a range at which a player may scream but not be guaranteed to die. There is also a special case in the connection between the [[Hub 4: Dungeons|Dungeons]] and [[Hub 4: Effluvium|Effluvium]] where the player plummets down a drop, triggering the scream, but is "rescued" by a script to change levels before the impact occurs. Extreme falls in Hexen (2047+ units of uninterrupted freefall) can kill even if the [[Icon of the Defender]] is being used or the [[Hexen cheat codes|God mode cheat]] is on, and play a gory bone-shattering sound rather than the character's usual death or gib sounds. Hexen's falling damage is applied to enemy creatures as well, so pushing a non-flying monster over a precipice (such as with a [[Disc of Repulsion]]) is a potential method of killing it. [[Wings of Wrath]] and the [[Chaos Device]] are useful [[artifact]]s for escaping a deadly fall if the player manages to activate them before hitting the ground. | If the player falls a long distance in Hexen, they will scream before the impact, which is usually fatal, although there is a range at which a player may scream but not be guaranteed to die. There is also a special case in the connection between the [[Hub 4: Dungeons|Dungeons]] and [[Hub 4: Effluvium|Effluvium]] where the player plummets down a drop, triggering the scream, but is "rescued" by a script to change levels before the impact occurs. Extreme falls in Hexen (2047+ units of uninterrupted freefall) can kill even if the [[Icon of the Defender]] is being used or the [[Hexen cheat codes|God mode cheat]] is on, and play a gory bone-shattering sound rather than the character's usual death or gib sounds. Hexen's falling damage is applied to enemy creatures as well, so pushing a non-flying monster over a precipice (such as with a [[Disc of Repulsion]]) is a potential method of killing it. [[Wings of Wrath]] and the [[Chaos Device]] are useful [[artifact]]s for escaping a deadly fall if the player manages to activate them before hitting the ground. | ||
− | [[Vanilla Doom]] does not model falling damage; neither the player nor monsters are injured as a consequence of falling from any height. The game nonetheless recognises when a player has fallen a significant distance, playing the sound effect DSOOF. The sound effect is played when the player hits the floor with ''z'' momentum less than -8. At the start of a fall, the ''z'' momentum is set to -2. Each game [[tic]], the ''z'' momentum is added to the ''z'' position, and -1 is added to the ''z'' momentum. For ''z'' momentum to be less than -8, the player must fall for at least eight tics, which corresponds to a fall of 44 map units. | + | [[Vanilla Doom]] does not model falling damage; neither the player nor monsters are injured as a consequence of falling from any height. The game nonetheless recognises when a player has fallen a significant distance, playing the sound effect DSOOF. (The sound effect is played when the player hits the floor with ''z'' momentum less than -8. At the start of a fall, the ''z'' momentum is set to -2. Each game [[tic]], the ''z'' momentum is added to the ''z'' position, and -1 is added to the ''z'' momentum. For ''z'' momentum to be less than -8, the player must fall for at least eight tics, which corresponds to a fall of 44 map units.) Some modern [[source port]]s, such as [[ZDoom]], allow optional falling damage in other [[Doom engine|Doom engine games]] as well. |
− | + | [[ZDoom]] introduced its own optional falling damage formula before implementing support for Hexen and Strife. | |
==See also== | ==See also== |