Fall Damage
Hurts on long falls and kills on very long ones. Height becomes a danger and a decision.
Long falls hurt, and very long ones kill. It makes height a danger and a decision, and its numbers are part of how far a level lets the player drop.
How it works
Changes no state: it only reports or reacts.
Fall Damage: landing hurts once the fall is higher than safeHeight, and kills from deadlyHeight on, with a straight line between. The height is measured: from the highest point the character reached while rising (or where it left the ground) down to where it lands, so a long fall at terminal speed counts in full. Landing in water or on a surface marked No Fall Damage is free. With Steps on, damage comes in two fixed amounts instead (classic 3D platformers: a quarter of health above 12.9 m, half above 33.8 m, and only when landing faster than 18.6 m/s).
Combine it
- Needs: Health, Air Move. The Inspector warns while one is missing.
- Used by the presets: Arena Shooter, Competitive Shooter, Surf, Retro Platformer, Traversal Adventure, Action RPG.
Properties
| Property | Description | Range | Default |
|---|---|---|---|
| Character | The character this module belongs to. Drag its Character Motor here. | None | |
| Safe Height | Highest fall that does no damage, metres. | 0 or more | 4 |
| Deadly Height | A fall this high or higher kills, metres (or with Steps, does the second step's damage). | 0 or more | 20 |
| Minimum Landing Speed | Landings slower than this never hurt, m/s. | 0 or more | 0 |
| Steps | Damage in two steps instead of growing with the height, as in classic 3D platformers. | Off | |
| First Step | With Steps: share of full health a fall above Safe Height takes. | 0 to 1 | 0.25 |
| Second Step | With Steps: share of full health a fall above Deadly Height takes. | 0 to 1 | 0.5 |