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Re: Humanoid properties: JumpHeight and FallDamage

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SuperDenis is not online. SuperDenis
Joined: 10 Jul 2008
Total Posts: 394
28 Jan 2012 09:25 AM
I think everyone knows that robloxians kan jump their height 3 times today, making it unrealistic in some places. We can change someone's gravity, but it is not what we are looking for, therefor I suggest a property called JumpVelocity, a NumValue ( [-∞,+∞[ ) that depends the added velocity to the character when jumping.

Also, the falling from extreme heights doesn't do anything at all, if we could just adjust a FallDamage property, a NumValue(,[0,+∞[ with default 0 ) a lot of places could use it for increased realism.

~SD
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chris061192 is not online. chris061192
Joined: 21 Apr 2010
Total Posts: 4922
28 Jan 2012 09:26 AM
Support.
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NorthDrop is not online. NorthDrop
Joined: 29 Sep 2011
Total Posts: 2613
28 Jan 2012 09:28 AM
Can't you just script that?
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chris061192 is not online. chris061192
Joined: 21 Apr 2010
Total Posts: 4922
28 Jan 2012 09:29 AM
You can't.
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NorthDrop is not online. NorthDrop
Joined: 29 Sep 2011
Total Posts: 2613
28 Jan 2012 09:31 AM
Really?

I've seen it done before at least 3 times.
But still, I can only imagine how incredibly hard it is to script that.

That doesn't mean ROBLOX should add fall damage to every game.
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chris061192 is not online. chris061192
Joined: 21 Apr 2010
Total Posts: 4922
28 Jan 2012 09:33 AM
Well, why not have a plugin that controls that? Or object.
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SuperDenis is not online. SuperDenis
Joined: 10 Jul 2008
Total Posts: 394
28 Jan 2012 09:38 AM
You can script them, but those scripts are always vague. They will never work exactly how you want them.

game.Workspace.Player.Humanoid.FallingDown:connect

and also

Humanoid.Jump(boolean)
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drgn42 is not online. drgn42
Joined: 11 Feb 2010
Total Posts: 3231
28 Jan 2012 09:50 AM
Yes, people will say can be scripted on this thread all over, and I would say it, but then I would be an idiot.

I think it would be nice. Just so that you didn't have to insert a script or anything. Just make a script like this (with the update of this idea of course)

and also, put it in the startergui

if true then do

script.Parent.Parent.Character.Humanoid.Jumpheight = 15 -- lets just say 10 is basic jump height, so 15 would be 150%.

end
end
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ChaosEspeon is not online. ChaosEspeon
Joined: 02 Jan 2009
Total Posts: 4578
28 Jan 2012 10:07 AM
There should be no damage done no matter what height you fall off of until you have changed that yourself. So if by default being 0 meant that no damage will be done from any height, then that is fine.

I do have a question about the fall damage though.

Would it work like ratios? I'll show an example.

Height (Studs):Damage

10:3
20:6
40:12
80:24
160:48
320:96
640:192

So let's say you fell from 13 studs. Around that area of studs is where you would lose 4 HP. So;

13:4


Hopefully you understand that. If that is how it works, then I am completely in agreement.


The JumpHeight is fine. No issues that I can think of. As long as the default stays as it is, at least.



~That awkward when you said moment in your head~
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Notunknown99 is not online. Notunknown99
Joined: 05 Sep 2008
Total Posts: 25360
28 Jan 2012 10:14 AM
You jump 8 studs... thats like 2 damage...
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SuperDenis is not online. SuperDenis
Joined: 10 Jul 2008
Total Posts: 394
28 Jan 2012 10:33 AM
*Takes Graphing Calculator*

Yeah something like

x² = 350y + 2500

where x= Velocity in studs/s
and y=damage
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ChaosEspeon is not online. ChaosEspeon
Joined: 02 Jan 2009
Total Posts: 4578
28 Jan 2012 10:54 AM
@unknown

Think about the size of the studs compared to the ROBLOXians. One stud is probably about one foot.

If you jump off something that is eight feet high, it will take you a few seconds for you to pull yourself back together. So, two health heals fast. That health it basically just you pulling yourself back together.


@SuperDenis

You could also use the 'y = mx + b' format.

y = damage done
m = the slope (to separate the height fallen from the studs traveled)
x = (beside the slope to show that it is the slope)
b = the height you actually fell from (which is usually the y-intercept when graphing a line)


I just find that to be the most useful way. Probably because I have only a very slight understanding of what your equation was saying.



~That awkward when you said moment in your head~
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SuperDenis is not online. SuperDenis
Joined: 10 Jul 2008
Total Posts: 394
28 Jan 2012 10:57 AM
You should download geogebra and input the equation, it is a great system imo.
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Firebrand1 is not online. Firebrand1
Joined: 12 Feb 2009
Total Posts: 2692
28 Jan 2012 11:24 AM
Yeah, even though it's scriptable it would be nice to have some simple properties. Then more people could use it. I support.
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SuperDenis is not online. SuperDenis
Joined: 10 Jul 2008
Total Posts: 394
28 Jan 2012 11:26 AM
Also some collision-sounds implention for the falling would be nice.
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ikoviron is not online. ikoviron
Joined: 21 Feb 2010
Total Posts: 226
28 Jan 2012 03:16 PM
Disagree.
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KillerDollAlex is not online. KillerDollAlex
Joined: 15 Nov 2010
Total Posts: 4215
28 Jan 2012 03:31 PM
Maybe when you Free-Fall [ Not by the Effect of a Brick, like Hoverbricks ] you should Turn Ragdoll, untill you fall and when you Stop Moving [ You are on the Ground Laying ] Your Character rises Himself. I support.

" Governments that Try to enforce a Law against Online Piracy are SOPAthetic " - Unknown
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Uwilldie7884 is not online. Uwilldie7884
Joined: 20 Mar 2009
Total Posts: 341
28 Jan 2012 03:39 PM
I support jump height, since it is not obvious to make characters jump higher, and I do not know how to make them not jump at all.

However I'm not so supportive about fall damage, some games require you to jump from ridiculous heights. However, maybe the falldamage would be a checkmark (default: false) that would indicate whether if to make a character take damage from falling (You still have a value to place to tell damage to height ratio, but if the falldamage is false, the numbers are meaningless).
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XAXA is not online. XAXA
Joined: 10 Aug 2008
Total Posts: 6315
28 Jan 2012 03:42 PM
I agree with adjusting jump height, not sure about fall damage.

"You can't debug a script you wrote with the best of your ability. Therefore never try your best when you're writing a script."
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