Counter-Strike: Global Offensive/Mapper's Reference: Difference between revisions

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(→‎Reachable Heights: 'Jump while crouching' and 'Crouch then jump' can reach one unit higher: Easy with 128 tick, harder with 64.)
(Fall damage)
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=== [[Player]] Dimensions ===
=== [[Player]] Dimensions ===


{| border="2" cellpadding="2" style="text-align:center;"
{| border="2" cellpadding="2" style="text-align:center; float:left; margin-right:1em"
|- style="background:#666666;"
|- style="background:#666666;"
! Player Posture
! Player Posture
Line 58: Line 58:
|}
|}


{{Warning | In Hammer, the bounding box of all player spawn entities (except [[info_player_start]] and [[info_player_logo]]) do not have the correct width and depth of 32 units, instead using 26 units.}}
{{Warning | In Hammer, the bounding box of all player spawn entities (except [[info_player_start]] and [[info_player_logo]]) do not use the player width/length of 32 units, instead using 26 units. Don't use these entities as a reference for the player width/length.}}


{{Note | A corridor must be wider (!) than 32 units to be accessible to players.}}
{{Note | A corridor must be wider (!) than 32 units to be accessible to players.}}
Line 64: Line 64:
{{Idea | To test in Hammer if a player fits in a narrow/angled corridor, you can make a temporary <code>32 x 32 x 72</code> (or <code>32 x 32 x 54</code>) block representing the dimensions of a player and move it to various locations inside the corridor. It is traversable if the volume of the block and surrounding geometry (including vertices and edges) do not intersect. Hold {{key|Alt}} while dragging to prevent the block from snapping to the grid.}}
{{Idea | To test in Hammer if a player fits in a narrow/angled corridor, you can make a temporary <code>32 x 32 x 72</code> (or <code>32 x 32 x 54</code>) block representing the dimensions of a player and move it to various locations inside the corridor. It is traversable if the volume of the block and surrounding geometry (including vertices and edges) do not intersect. Hold {{key|Alt}} while dragging to prevent the block from snapping to the grid.}}


<br clear=all>


=== Reachable Heights ===
=== Reachable Heights ===


{|
{| border="2" cellpadding="2" style="white-space:nowrap;float:left;margin-right:1em"
|
{| border="2" cellpadding="2" style="white-space:nowrap;"
|- style="background:#666666;"
|- style="background:#666666;"
! colspan="2" | Technique
! colspan="2" | Technique
Line 80: Line 79:
| 18
| 18
| 47
| 47
| '''55'''
| 55
|-
|-
| Walk/Run
| Walk/Run
| 18
| 18
| 65
| 65
| '''73'''
| 73
|-
|-
| Jump while standing
| Jump while standing
| 54
| 54 (128 tick: 55)
| '''119'''
| 119
| '''127'''
| 127 (128)
|-
|-
| Jump while crouching
| Jump while crouching
| 56 (+1)<sup>[note]</sup>
| 56 (57)
| 103
| 104
| 112
| 112
|-
|-
| Jump then crouch
| Jump then crouch
| 63
| 63 (64)
| 110
| 111
| 118
| 118 (119)
|-
|-
| Crouch then jump
| Crouch then jump
| '''65''' (+1)<sup>[note]</sup>
| 65 (66)
| 113
| 113
| 121
| 121
Line 120: Line 119:
| Jump while standing on a player
| Jump while standing on a player
| 129
| 129
| '''194'''
| 194
| '''202'''
| 202
|-
|-
| Crouch then jump on a player
| Crouch then jump on a player
| '''138'''
| 138
| 185
| 185
| 193
| 193
Line 142: Line 141:
! rowspan="7" style="background:#666666;" | Solo, Utilities
! rowspan="7" style="background:#666666;" | Solo, Utilities
| [[exojump|Exo]]-Jump while standing
| [[exojump|Exo]]-Jump while standing
| 129
| 129 (135)
| '''195'''
| 195 (200)
| '''203'''
| 203 (208)
|-
|-
| [[exojump|Exo]]-Jump while crouching
| [[exojump|Exo]]-Jump while crouching
| 135
| 135 (138)
| 182
| 182 (185)
| 190
| 190 (193)
|-
|-
| [[exojump|Exo]]-Jump then crouch
| [[exojump|Exo]]-Jump then crouch
| 138
| 138 (144)
| 186
| 186 (191)
| 194
| 194 (199)
|-
|-
| Crouch then [[exojump|exo]]-jump
| Crouch then [[exojump|exo]]-jump
| '''144'''
| 144 (147)
| 191
| 191 (194)
| 199
| 199 (202)
|-
|-
| [[weapon_bumpmine|Bump mine]]
| [[weapon_bumpmine|Bump mine]]
Line 173: Line 172:
| [[weapon_bumpmine|Bump mine]] and [[exojump|exo]]-jump
| [[weapon_bumpmine|Bump mine]] and [[exojump|exo]]-jump
| > 1600
| > 1600
| < 1800
| < 1700
| < 1800
| < 1700
|}
|}
<sup>[note]</sup> With 128 [[tickrate|tick]], a player can consistently jump on a block of one unit higher. With 64 tick, that jump is also possible but requires something like strafing on the edge of the block - It ''is'' possible to master.
 
| style="vertical-align:top;" |
{{Warning |
{{Warning |
* Sometimes, there are differences between 64 [[tickrate|tick]] and 128 tick. If there are two numbers in a cell of this table, the first is the one for 64 tick and the one in brackets is the one for 128 tick. Interestingly, it is sometimes possible to reach the 128 tick block height with 64 tick (e.g. getting on a 66 units block) but requires something like strafing on the edge of the block.
* There are two slightly different ways of ''Crouch Jumping'', which is why we use different terms here:
* There are two slightly different ways of ''Crouch Jumping'', which is why we use different terms here:
** By '''Jump then Crouch''' we mean first invoking <code>+jump</code> and then <code>+duck</code>.
** By '''Jump then Crouch''' we mean first invoking <code>+jump</code> and then <code>+duck</code>.
** By '''Crouch then Jump''' we mean first invoking <code>+duck</code> and then <code>+jump</code> during the crouching transition.
** By '''Crouch then Jump''' we mean first invoking <code>+duck</code> and then <code>+jump</code> during the crouching transition.
* The following numbers concerning jumps assume '''full stamina'''. That means that the [[player]] has recovered from previous landings, hitting the ground.
* The numbers in this table concerning jumps assume '''full stamina'''. That means that the [[player]] has recovered from previous landings, hitting the ground.
}}
}}
{{Note |
{{Note |
* The '''Lowest Wall Height cannot peek over''' can be considered the Eye Level rounded up.
* The '''Lowest Wall Height cannot peek over''' can be considered the Eye Level rounded up.
* Players standing on a player that does not touch the ground or that stands on another player will slide forward and the invocation of {{ent|+left}}, {{ent|+right}}, {{ent|+back}}, {{ent|+duck}} and {{ent|+speed}} has no effect.
* Players standing on a player that does not touch the ground or that stands on another player will slide forward (and unduck) and the invocation of {{ent|+left}}, {{ent|+right}}, {{ent|+back}}, {{ent|+duck}} and {{ent|+speed}} has no effect.
* These numbers have been obtained using {{ent|cl_showpos|1}} and {{ent|getpos}} and {{ent|host_timescale}}.
* These numbers have been obtained using a special map, {{ent|cl_showpos|1}}, as well as {{ent|getpos}} and {{ent|host_timescale}}.
}}
}}
|}
 
<br clear=all>
 


=== Fall Damage ===
=== Fall Damage ===


{|
For the follownig table, we assume that a [[player]] is standing on something with a given height from the ground that he falls down from.
|
The fall damage that the player will receive does not only depend on the technique the player uses to fall down but also on the [[tickrate]].
{| border="2" cellpadding="2"
 
{| border="2" cellpadding="2" style="float:left;margin-right:1em;"
|- style="background:#666666;"
! rowspan="2" | Height<br>in Units
! colspan="2" | Jump off<br>Fall Damage
! colspan="2" | Run off<br>Fall Damage
! colspan="2" | Crouch off<br>and stand up<br>Fall Damage
! colspan="2" | Run off<br>([[exojump]])<br>Fall Damage
|- style="background:#666666;"
|- style="background:#666666;"
! Units
! 64 tick
! Run off<br>Fall Damage
! 128 tick
! Jump off<br>Fall Damage
! 64 tick
! 128 tick
! 64 tick
! 128 tick
! 64 tick
! 128 tick
|-
| style="background:#112233;" | &le; 162 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
|-
| style="background:#112233;" | 200 || style="background:#446644;" | 11 || style="background:#446644;" | 12 || 0 || 0 || 0 || 0 || 0 || 0
|-
| style="background:#112233;" | 225 || 17 || 19 || style="background:#446644;" | 3 || style="background:#446644;" | 4 || 0 || style="background:#446644;" | 1 || style="background:#446644;" | 1 || style="background:#446644;" | 1
|-
| style="background:#112233;" | 250 || 26 || 27 || 9 || 11 || style="background:#446644;" | 6 || 8 || 3 || 4
|-
| style="background:#112233;" | 275 || 32 || 33 || 18 || 18 || 15 || 15 || 7 || 7
|-
|-
| 166
| style="background:#112233;" | 300 || 38 || 40 || 24 || 24 || 21 || 23 || 9 || 9
| 0
| 0
|-
|-
| 167
| style="background:#112233;" | 325 || 44 || 46 || 33 || 32 || 30 || 29 || 13 || 12
| 0
| style="background:#446644;" | 2
|-
|-
| 200
| style="background:#112233;" | 350 || style="background:#666644;" | 50 || style="background:#666644;" | 52 || 38 || 38 || 36 || 36 || 15 || 15
| 0
| 11
|-
|-
| 223
| style="background:#112233;" | 375 || 56 || 58 || 44 || 45 || 41 || 42 || 17 || 18
| style="background:#446644;" | 3
| 17
|-
|-
| 250
| style="background:#112233;" | 400 || 62 || 64 || style="background:#666644;" | 50 || style="background:#666644;" | 51 || 47 || 48 || 20 || 20
| 9
| 26
|-
|-
| 300
| style="background:#112233;" | 425 || 68 || 69 || 56 || 57 || style="background:#666644;" | 53 || style="background:#666644;" | 54 || 22 || 23
| 24
| 38
|-
|-
| 350
| style="background:#112233;" | 450 || 74 || 74 || 62 || 62 || 59 || 60 || 25 || 24
| 38
| style="background:#666644;" | 50
|-
|-
| 400
| style="background:#112233;" | 475 || 80 || 79 || 68 || 68 || 65 || 66 || 27 || 27
| style="background:#666644;" | 50
| 62
|-
|-
| 450
| style="background:#112233;" | 500 || 83 || 85 || 71 || 73 || 71 || 72 || 28 || 29
| 62
| 74
|-
|-
| 500
| style="background:#112233;" | 525 || 89 || 89 || 77 || 78 || 77 || 76 || 31 || 31
| 71
| 83
|-
|-
| 550
| style="background:#112233;" | 550 || 95 || 95 || 83 || 84 || 80 || 82 || 33 || 33
| 83
| 95
|-
|-
| 577
| style="background:#112233;" | 575 || 98 || 100 || 89 || 88 || 86 || 87 || 35 || 35
| 89
| 99
|-
|-
| 578
| style="background:#112233;" | 600 || style="background:#664444;" | 103 || style="background:#664444;" | 104 || 92 || 94 || 92 || 91 || 37 || 37
| 89
| style="background:#664444;" | 101
|-
|-
| 600
| style="background:#112233;" | 650 || 112 || 113 || style="background:#664444;" | 101 || style="background:#664444;" | 103 || style="background:#664444;" | 101 || style="background:#664444;" | 102 || 40 || 41
| 92
| 103
|-
|-
| 634
| style="background:#112233;" | 700 || 121 || 122 || 113 || 112 || 110 || 111 || 45 || 45
| 98
| 109
|-
|-
| 635
| style="background:#112233;" | 800 || 139 || 138 || 128 || 130 || 128 || 129 || style="background:#666644;" | 51 || style="background:#666644;" | 52
| style="background:#664444;" | 101
| 109
|-
|-
| 700
| style="background:#112233;" | 900 || 154 || 155 || 146 || 146 || 143 || 145 || 58 || 58
| 113
|-
| 121
| style="background:#112233;" | 1000 || 169 || 170 || 161 || 161 || 161 || 160 || 64 || 64
|-
| style="background:#112233;" | 1200 || 196 || 198 || 190 || 191 || 187 || 190 || 76 || 76
|-
|-
| 800
| style="background:#112233;" | 1400 || 223 || 223 || 217 || 216 || 214 || 216 || 87 || 86
| 128
| 139
|-
|-
| 1000
| style="background:#112233;" | 1600 || 246 || 249 || 241 || 242 || 225 || 240 || 96 || 96
| 161
| 169
|-
|-
| 1600
| style="background:#112233;" | 1800 || 270 || 271 || 265 || 264 || 264 || 264 || style="background:#664444;" | 106 || style="background:#664444;" | 105
| 241
| 246
|-
|-
| 1800
| style="background:#112233;" | 2000 || 291 || 292 || 286 || 286 || 286 || 285 || 114 || 114
| 265
| 270
|-
|-
| 7500
| style="background:#112233;" | 7500 || 687 || 689 || 684 || 685 || 684 || 685 || 273 || 274
| 686
|  
|-
|-
| 8000
| style="background:#112233;" | 8000 || 695 || 695 || 695 || 695 || 695 || 695 || 278 || 278
| 695
| 695
|-
|-
| 16000
| style="background:#112233;" | 16000 || 695 || 695 || 695 || 695 || 695 || 695 || 278 || 278
| 695
| 695
|}
|}


| style="vertical-align:top;" |
{{Warning |
{{Warning |
* Standing players running/jumping off a block and crouching before landing might receive slightly more damage.
* Standing players running/jumping off a block and crouching before landing might receive slightly more damage.
* Players ''crouching off'' a block and uncrouching in mid-air might receive slightly less damage.
* Players ''crouching off'' a block and uncrouching in mid-air might receive slightly less damage.
* Players uncrouching just before landing make no noise and don't receive any fall damage, regardless of the fallen distance.
* Players uncrouching perfectly just before landing make no noise and don't receive any fall damage, regardless of the fallen distance.
* There is a default fall damage reduction of 60 % when wearing an [[exojump]] controlled by the [[ConVar]] {{ent|sv_falldamage_exojump_multiplier}}.
* There is a default fall damage reduction of 60 % when wearing an [[exojump]] controlled by the [[ConVar]] {{ent|sv_falldamage_exojump_multiplier}}.
}}
}}
{{Note |
{{Note |
* Players jumping on a block with a height of 9 units or higher will land on it silently (no crouching).
* Players jumping on a block with a height of 9 (128 tick: 11) units or higher will land on it silently (no crouching).
* Players running off a block with a height of 20 units or more will fall. Otherwise they "stick" to the ground.
* Players running off a block with a height of 20 units or more will fall. Otherwise they "stick" to the ground.
* Players running off a block with a height of 47 units or less will land silently.
* Players running off a block with a height of 47 (128 tick: 46) units or less will land silently.
* Players running off a block with a height of 214 to 222 units hear a fall damage sound but don't receive any damage.
* Players running off a block with a height of 214 to 222 units hear a fall damage sound but don't receive any damage (64 tick only).
* Players jumping off a block with a height of 159 to 162 units hear a fall damage sound but don't receive any damage (128 tick only).
* The fall damage doesn't exceed 695 because {{ent|sv_maxvelocity}} is 3500 by default. If higher, the maximum fall damage also increases.
* The fall damage doesn't exceed 695 because {{ent|sv_maxvelocity}} is 3500 by default. If higher, the maximum fall damage also increases.
* All fall damage is multiplied with {{ent|sv_falldamage_scale}}.
}}
}}
<br clear=all>
{| border="2" cellpadding="2" style="float:left; margin-right:1em; background-color:#112233"
|- style="background:#666666;"
! rowspan="2" | Smallest<br>Block Height in<br>Units causing...
! colspan="2" | Jump off
! colspan="2" | Run off
! colspan="2" | Crouch off<br>and stand up
! colspan="2" | Run off<br>([[exojump]])
|- style="background:#666666;"
! 64 tick
! 128 tick
! 64 tick
! 128 tick
! 64 tick
! 128 tick
! 64 tick
! 128 tick
|-
| style="background:#446644;" | &ge; 1 damage
| 167 || 163
| 223 || 216
| 232 || 225
| 223 || 220
|-
| style="background:#666644;" | &ge; 50 damage
| 340 || 342
| 396 || 393
| 405 || 402
| 767 || 772
|-
| style="background:#664444;" | &ge; 100 damage
| 578 || 573
| 635 || 631
| 644 || 640
| 1665 || 1672
|-
| style="background:#442222;" | &ge; 120 damage
| 693 || 687
| 750 || 737
| 759 || 746
| 2127 || 2120
|}
|}
{{ Note |
* A player can still survive bigger height differences by uncrouching just before landing. Use e.g. [[trigger_hurt]] appropriately if you wish to prevent a player's survival.
* The smallest initial height that a player needs to hurt himself is 151 units: ''crouch then jump''ing off and staying crouched deals 1 damage. With an exojump, it needs just an initial height of 79 (128 tick: 75) units.
}}
<br clear=all>




=== Grenades ===
=== Grenades ===


* The [[weapon_smokegrenade|smoke grenade]] diameter is 288 units. The height is a little under 128 units.
* The [[weapon_smokegrenade|smoke grenade]] diameter is roughly 256 units with a height of about 128 units.
* [[weapon_molotov|Molotov]] / [[weapon_incgrenade|Incendiary]] grenades have a diameter similar if not the same as a smoke grenade.
** When smoking a corridor precisely, it is always be possible to entirely cover a width of 200 units with no gaps, assuming no height differences in the floor.
** Widths of about 256 units or wider will make gaps in the corners unavoidable.
** Remember that smoke grenades "shine" through (thin) walls.
* [[weapon_molotov|Molotov]] / [[weapon_incgrenade|Incendiary]] grenades have a similar diameter as a smoke grenade but can easily cover a width of 256 units, but not too much more.


== Map Prefixes ==
== Map Prefixes ==

Revision as of 20:00, 24 June 2021

Template:Otherlang2

Csgo player aabb bbox dimensions.png Csgo player aabb bbox dimensions crouching.png
Dimensions of a player standing. Dimensions of a player crouching.

Here is a reference page for any Counter-Strike: Global Offensive Counter-Strike: Global Offensive mapper looking for dimensions or numbers that are used for level and map creation. For other tutorials go to the Counter-Strike: Global Offensive Level Creation page.

Measurements

Brush Height Recommended
Depth
Recommended
Width
Stair step ≤ 18 ≥ 16 > 32
Thin Wall ≥ 128 16 64
Thick Wall ≥ 128 32 64
  • Slopes are walkable if they are at most 45° steep.


Player Dimensions

Player Posture Height Width/Depth Feet Level Eye Level
Standing 72 32 0.031250 64.093811
Crouching 54 46.076218
Warning.pngWarning: In Hammer, the bounding box of all player spawn entities (except info_player_start and info_player_logo) do not use the player width/length of 32 units, instead using 26 units. Don't use these entities as a reference for the player width/length.
Note.pngNote: A corridor must be wider (!) than 32 units to be accessible to players.
Tip.pngIdea: To test in Hammer if a player fits in a narrow/angled corridor, you can make a temporary 32 x 32 x 72 (or 32 x 32 x 54) block representing the dimensions of a player and move it to various locations inside the corridor. It is traversable if the volume of the block and surrounding geometry (including vertices and edges) do not intersect. Hold Alt while dragging to prevent the block from snapping to the grid.


Reachable Heights

Technique Max Block Height
can get on
Lowest Wall Height
cannot peek over
Lowest Ceiling Height
will not bump against
Solo Crouch 18 47 55
Walk/Run 18 65 73
Jump while standing 54 (128 tick: 55) 119 127 (128)
Jump while crouching 56 (57) 104 112
Jump then crouch 63 (64) 111 118 (119)
Crouch then jump 65 (66) 113 121
2 players Crouch on a player 90 119 127
Walk on a player 90 137 145
Jump while standing on a player 129 194 202
Crouch then jump on a player 138 185 193
3 players Slide on two players 162 207 215
4 players Slide on three players 234 281 289
Solo, Utilities Exo-Jump while standing 129 (135) 195 (200) 203 (208)
Exo-Jump while crouching 135 (138) 182 (185) 190 (193)
Exo-Jump then crouch 138 (144) 186 (191) 194 (199)
Crouch then exo-jump 144 (147) 191 (194) 199 (202)
Bump mine > 900 < 1000 < 1000
Bump mine and jump > 1300 < 1400 < 1400
Bump mine and exo-jump > 1600 < 1700 < 1700
Warning.pngWarning:
  • Sometimes, there are differences between 64 tick and 128 tick. If there are two numbers in a cell of this table, the first is the one for 64 tick and the one in brackets is the one for 128 tick. Interestingly, it is sometimes possible to reach the 128 tick block height with 64 tick (e.g. getting on a 66 units block) but requires something like strafing on the edge of the block.
  • There are two slightly different ways of Crouch Jumping, which is why we use different terms here:
    • By Jump then Crouch we mean first invoking +jump and then +duck.
    • By Crouch then Jump we mean first invoking +duck and then +jump during the crouching transition.
  • The numbers in this table concerning jumps assume full stamina. That means that the player has recovered from previous landings, hitting the ground.
Note.pngNote:
  • The Lowest Wall Height cannot peek over can be considered the Eye Level rounded up.
  • Players standing on a player that does not touch the ground or that stands on another player will slide forward (and unduck) and the invocation of +left, +right, +back, +duck and +speed has no effect.
  • These numbers have been obtained using a special map, cl_showpos 1, as well as getpos and host_timescale.



Fall Damage

For the follownig table, we assume that a player is standing on something with a given height from the ground that he falls down from. The fall damage that the player will receive does not only depend on the technique the player uses to fall down but also on the tickrate.

Height
in Units
Jump off
Fall Damage
Run off
Fall Damage
Crouch off
and stand up
Fall Damage
Run off
(exojump)
Fall Damage
64 tick 128 tick 64 tick 128 tick 64 tick 128 tick 64 tick 128 tick
≤ 162 0 0 0 0 0 0 0 0
200 11 12 0 0 0 0 0 0
225 17 19 3 4 0 1 1 1
250 26 27 9 11 6 8 3 4
275 32 33 18 18 15 15 7 7
300 38 40 24 24 21 23 9 9
325 44 46 33 32 30 29 13 12
350 50 52 38 38 36 36 15 15
375 56 58 44 45 41 42 17 18
400 62 64 50 51 47 48 20 20
425 68 69 56 57 53 54 22 23
450 74 74 62 62 59 60 25 24
475 80 79 68 68 65 66 27 27
500 83 85 71 73 71 72 28 29
525 89 89 77 78 77 76 31 31
550 95 95 83 84 80 82 33 33
575 98 100 89 88 86 87 35 35
600 103 104 92 94 92 91 37 37
650 112 113 101 103 101 102 40 41
700 121 122 113 112 110 111 45 45
800 139 138 128 130 128 129 51 52
900 154 155 146 146 143 145 58 58
1000 169 170 161 161 161 160 64 64
1200 196 198 190 191 187 190 76 76
1400 223 223 217 216 214 216 87 86
1600 246 249 241 242 225 240 96 96
1800 270 271 265 264 264 264 106 105
2000 291 292 286 286 286 285 114 114
7500 687 689 684 685 684 685 273 274
8000 695 695 695 695 695 695 278 278
16000 695 695 695 695 695 695 278 278
Warning.pngWarning:
  • Standing players running/jumping off a block and crouching before landing might receive slightly more damage.
  • Players crouching off a block and uncrouching in mid-air might receive slightly less damage.
  • Players uncrouching perfectly just before landing make no noise and don't receive any fall damage, regardless of the fallen distance.
  • There is a default fall damage reduction of 60 % when wearing an exojump controlled by the ConVar sv_falldamage_exojump_multiplier.
Note.pngNote:
  • Players jumping on a block with a height of 9 (128 tick: 11) units or higher will land on it silently (no crouching).
  • Players running off a block with a height of 20 units or more will fall. Otherwise they "stick" to the ground.
  • Players running off a block with a height of 47 (128 tick: 46) units or less will land silently.
  • Players running off a block with a height of 214 to 222 units hear a fall damage sound but don't receive any damage (64 tick only).
  • Players jumping off a block with a height of 159 to 162 units hear a fall damage sound but don't receive any damage (128 tick only).
  • The fall damage doesn't exceed 695 because sv_maxvelocity is 3500 by default. If higher, the maximum fall damage also increases.
  • All fall damage is multiplied with sv_falldamage_scale.



Smallest
Block Height in
Units causing...
Jump off Run off Crouch off
and stand up
Run off
(exojump)
64 tick 128 tick 64 tick 128 tick 64 tick 128 tick 64 tick 128 tick
≥ 1 damage 167 163 223 216 232 225 223 220
≥ 50 damage 340 342 396 393 405 402 767 772
≥ 100 damage 578 573 635 631 644 640 1665 1672
≥ 120 damage 693 687 750 737 759 746 2127 2120
Note.pngNote:
  • A player can still survive bigger height differences by uncrouching just before landing. Use e.g. trigger_hurt appropriately if you wish to prevent a player's survival.
  • The smallest initial height that a player needs to hurt himself is 151 units: crouch then jumping off and staying crouched deals 1 damage. With an exojump, it needs just an initial height of 79 (128 tick: 75) units.



Grenades

  • The smoke grenade diameter is roughly 256 units with a height of about 128 units.
    • When smoking a corridor precisely, it is always be possible to entirely cover a width of 200 units with no gaps, assuming no height differences in the floor.
    • Widths of about 256 units or wider will make gaps in the corners unavoidable.
    • Remember that smoke grenades "shine" through (thin) walls.
  • Molotov / Incendiary grenades have a similar diameter as a smoke grenade but can easily cover a width of 256 units, but not too much more.

Map Prefixes

See Map prefixes.