I'm fairly new to forge, and was wondering if any of you more experienced forgers have any tips/tricks to prevent a player (who is falling a significant distance) from dying. I'm launching an entire team out of man cannons at the start of a map (like clay pigeons) and have no more man cannons left to use to ease their landing and was hoping to get some advice. Let me know if I can provide any further details. Thanks!
If a player lands on a slope and slows down enough, they won't take any falling damage. Basically, you can set up something like this: [Person] [[[[ [[[[\ [[[[[\ [[[[[[[\ [[[[[[[[[[[\ [[[[[[[[[[[[[[[[\ [[[[[[[[[[[[[[[[[[[\ The [ represents the wall and \ represents a sloped wall that attaches to the wall below it.
Transition it to foward momentom. Or one way shields are an option but may be tricky to implement. There is a narrows that uses them perfectly to that end but it looks awkward due to integration. In other words its unlikley it would be asthetically appealing but if its a casual/minigame map it may be the best option.
Basically I'm trying to recreate awp_l337sk337 from counter-strike 1.6. See youtube clip. http://www.youtube.com/watch?v=bLNMAFFoZBQ&feature=related Does this give you a better idea? Kind of hard to add a slope and achieve the outcome I'm looking for, but I just might have to.
Definatly sheilds but you would have to cover every single landing just right..I don't think any metehod is viable option honestly for that style.
Dang, not what I wanted to hear. Maybe I'll just mess with the player settings to raise their armor enough to survive the fall—will that even work? Oh well, I'll do some testing tonight. Thanks for your help!
You could give them jet packs, and have them on the honor system to not use them for anything besides breaking their fall. If you're just playing with your friends, I think that that's the best option. (Would it really be game breaking for the skeet to have jet packs for free use though?)
Thanks Link! Jetpacks might be the cure since forge doesn't really offer anything else. And yeah, I don't see any problem giving jetpacks to the skeets. =)
If you lower the effect of gravity of the launched team, they can survive a varying degree of falls. For instance, if you were to make their gravity 50%, I'm pretty sure that they can't fall to their deaths unless it's through a death barrier.
Yeah, I considered messing with the gravity, but then I was worried about the launched team floating in the air too long, making them too easy of a target. But, it is definitely another option to consider and toy with. Thanks!
I haven't played Reach, but the Overshield is the same as in Halo 3, you could place it so that any players flying through it pick it up. They're then invincible for a couple seconds. If you're using a custom gametype, you could even set up custom powerups with maybe five seconds of invulnerability and/or reduced gravity and set the custom powerup to instantly respawn (min/max).
I'm still looking for a solution to this, the map I'm making has some pretty big falls from man cannons. shield doors didnt seem to work either Also seemed to be if you had enough velocity you just went straight through the sheild door!!! sounds like a custom power up is the answer just out of interest, is there no way of turning off fall damage? I've looked in the custom game menues ect and cant find it?
Why not make it so that the players fly through the air and then, just as they're getting close to the ground, they go through a huge floating teleporter that simply brings them to ground level?
yes like you said momentum does travel through a teleporter however......... if the teleporter shoots you straight across at ground level then you wouldn't take fall damage because you would be skidding across the ground and not slamming in to it. your options. 1. teleporter that changes angle of trajectory lessening impact 2. gravity change 3. higher damage resistance equally high player damage 4. temporary custom powerups before you hit the ground those are your options.......choose wisely lol Mod lock now?
Put custom power ups in the flight path of the man cannon that give them invulnerability and last only 5 or 10 seconds. That should do the trick, amirite?