Page 1 of 1

Falling down for characters

Posted: Sun Oct 11, 2009 6:26 am
by denser
Guys, i need your help to start coding it.
so. what function watch for delta Z coordinate?

idea is:
watch for delta Z of character, and if it changed to fast or for big number(delta must be < 0 - it will sign that char goes down) that add damage to his HP depending of this delta.

if char teleports to big delta (ivory i.e.) - need to watch for onMovement.

in case - falling down - it is changing altitude. need to get datas of it.

Re: Falling down for characters

Posted: Sun Oct 11, 2009 7:26 am
by _DS_
Useless with current implementation of the swimming. Search old forum, there was contribution about it.

Re: Falling down for characters

Posted: Mon Oct 12, 2009 6:28 am
by denser
ok thx, i'll check it out

Re: Falling down for characters

Posted: Mon Oct 12, 2009 6:29 am
by _DS_
You will get falling damage each time you swim up and server resynchronize Z.

Re: Falling down for characters

Posted: Mon Oct 12, 2009 8:34 am
by denser
_DS_, thats why i take point on - minus delta. so you g\have 100 Z and it was changed to 50 for 100ms....so you dont walk down hill, no swim down - you falls.

it calculate difference between started Z point and final point of tick time(for example 100ms or what will be optimized for less CPU and good accurate for watch)

i will get home from work and digg old forum or be pleased to you if see the link :)

it simple math and i wanna make it work.

Re: Falling down for characters

Posted: Mon Oct 12, 2009 11:15 am
by RiZe
But you can "bug" through water by clicking on the ground, that will move you instantly from the top to the bottom in few ms and it would be recognized as falling.

Re: Falling down for characters

Posted: Mon Oct 12, 2009 11:58 am
by denser
yes it is :) so that will push other ppl make theirs brains to SWIM :)