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Medical Damage - Improve falling and collision damage #8861
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Should falling damage also have reduced armor influence since it's a form of collision? |
* medical_damage - cleanup woundHandler naming * woundsHandlerBase (cherry picked from commit bdeb347)
It appears to have a different effect already, which is unexpected. I suppose collisions with terrain are handled differently from collisions with objects. Results from testing a 5m fall
As opposed to hitting a dude with a car, which appears to have the full effect of their gear's |
Still having issues getting large multipart damage https://www.youtube.com/watch?v=uhWiwO64HV8 |
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Unfortunately whats happening there is the falling damage is being registered as collision and the armor reduction is actually significantly increasing the damage, so I've reverted that change until falling detection can be improved. |
seems a lot better imho |
When merged this pull request will:
Falling
The overall result should be fewer, larger wounds and less bandaging required, particularly for small falls.
Longer falls (more than about 4-5m) will cause larger wounds, but KO/kill potential should be unchanged.
Pain incurred from falling should be increased across the board.
Collisions
As above, overall effect should be fewer wounds overall and much less bleeding for very small collisions.
Apparently armor is taken into account for collisions, so I've added a custom handler to reduce its effect and scaled down the base damage to offset this. The numbers are all just tweaked by empirical testing, repeatedly running people over in the editor.Unfortunately not viable as falling damage is sometimes registered as collision and this was causing it to occasionally do much more damage than intended.IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
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