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View Full Version : More fallingdamage for UT with INF


Cobra4ever
20th Feb 2000, 10:25 AM
Infiltration is a great mutator and realistic too, the only thing that's bugging me is that the falling damage is to low. I can fall to far down without getting hurt, that's the only thing that's not so realistic. Could you make a little mutator (I have read in some message from mutators that damage mutators aren't dificult to program) You could program it as a single mutator (or implent it in the next version)

I hope a you guys can do it fast!!!

Bye

Beppo
20th Feb 2000, 12:15 PM
Not included yet, but planned /infopop/emoticons\icon_wink.gif

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Lead-Programmer of the Infiltration (http://www.planetunreal.com/Infiltration) Team

Beppo's (http://www.planetunreal.com/beppo) ControledDeath

fastson99
20th Feb 2000, 05:26 PM
Do not inclued it!!! Naa just kidding.!
Hehehe.

Im so funny dont you think??

/ Fredde /infopop/emoticons/icon_biggrin.gif

thornz
20th Feb 2000, 07:29 PM
dangit this is one of those things that I think is pushing realism too far...

for the most part, yeah the falling damage isnt very much. But these arenas arent realistic. There are also ways you can't help but fall, either in order to catch up or escape. If this is going to be increased, i'd like to be able to control it. I like playing inf with UT maps ok, but most of them arent realistic in scale. Inf maps, I'm assuming, would have heights that arent as huge as those on UT maps (hence more realistic, no huge rocks to fall off of). But if I'm going to keep using UT maps, then I'll keep "leaving small craters" all the freaking time.

Beppo
20th Feb 2000, 08:36 PM
what about a simple slidebar, that can increase the falling damage in percentage values... so you are able to set it up like you want.

so, what do you think about it ?

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Lead-Programmer of the Infiltration (http://www.planetunreal.com/Infiltration) Team

Beppo's (http://www.planetunreal.com/beppo) ControledDeath

Corin
21st Feb 2000, 01:31 AM
I've this slidebar idea many times on this forum. What's wrong with numbers for crissake?

Ahhh who cares numbers, slidebars, voice activated, remote control, its all the same.

thornz
21st Feb 2000, 03:24 AM
I prefer both, a number and a slidebar, but the problem with numbers is that you don't know how high it can go. 10 might be relatively low or it might be relatively high, you don't really know until you try it out. You use a slidebar (ok, I don't like excessive damage, but I like a little, so I'll put the thing over here...)

Catalyst
21st Feb 2000, 04:36 AM
You can still see the number value with a slidebar, like the amount of time dropped items stick around.

Beppo
21st Feb 2000, 10:00 AM
ok, so I will integrate a slidebar....
steps like 2% or so.... so its very configurable /infopop/emoticons\icon_wink.gif

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Lead-Programmer of the Infiltration (http://www.planetunreal.com/Infiltration) Team

Beppo's (http://www.planetunreal.com/beppo) ControledDeath

INF_Neo
21st Feb 2000, 12:29 PM
Yeah, but make it so 100% is realistic falling damage and make 100% standart

Cobra4ever
21st Feb 2000, 02:00 PM
I do agree, the slidebar is the best choice, and the 100% is realistic idea is good too. I hope you guys will program it in your next version!

Tnx for the interest!!!

PS: Please work with percentages and make a label with the percentage of the original UT falling damage.

TNX and BYE!!!