Only the default (TGN Light) theme for now. Dark them is also coming back soon. Then CSN. Then Wrestlin' Nation. A lot of WIP stuff right now. There are a couple of things still not working either. Sorry.
A tiny bit of realism in BF2 is a good thing, dropping off buildings that are hundreds of feet in the air would look stupid and make BF2 look likes its in a different age.
It does get annoying from the smallest things. But, idk, I only think it should be disabled on stairs, small ledges, and stuff of that source. Otherwise, its fine.
If you jump into water, it doesn't hurt. Try jumping out of a plane as high as you can get and try landing on the coast, you will land standing up. Retarded...
Does anyone know how to get rid of the stupid border killing commander dude? I'd like to exit the map for once.
Do you mean the combat area? Done on a map specific basis in the gameplayobjects.con
I'll have to mess around with that file... :)
About falling into the water, if you land hard enough (which is easy to do) you will still take damage as the "ground" underneath the water's surface is only about 4 or 5 feet down for some reason... oddness...
Is damage taken from a gun a separate value than falling damage? If so, all you'd have to do was up the gun damage to twice normal(if possible!), then tune "global" damage, if such a thing exists, down to half normal. Tada! Normal gun damage, half falling damage.
Originally posted by GlobalFear
I believe it is A. hardcoded or B. buried in the material definitions.
You really are over simplifying everything.
Basically everything has a material or multiple materials. The material manager dictates their interaction with one another. What happens when mat 41 collides with mat 75? What damage is done, what effects played, what sounds sounded, what decals applied.
here's an idea! when a parachute is triggered, even if your guy is traveling at a "hurtable" velocity towards the ground, he doesn't get hurt.
When parachutes are triggered, there must be a value that changes somewhere. if we could make this "falling invulnerability" value trigger as soon as we jump, then deactivate 1 or 2 seconds later (ie, when falling would actually hurt), you'd have realistic falling damage!! i'm pretty sure Project Reality has done plenty of modifications in the damage category... it should be doable...
or an invisible object could be created, assigned to the jump button (spacebar), and make it be used when you jump. it would activate that piece of magical code, then deactivate1 second later... :)
Ok, the falling damage is just poorly coded on a formula that involves all levels of height or falling distance with no limits or intervals. If they modded the code to have the falling damage only exist at an interval of 8 feet and up or something, then it would be perfect.
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