Damage types
The Damage Type property of a trigger_hurt entity lets you choose between many types of damage, but it may be hard to figure out what these types of damage do exactly, so below is a list (for Half-Life 2).
If nothing else is stated, each damage hit will (besides damaging you) make you jerk a little, make your screen flash red if you don't have a HEV suit, or provide red HUD directions to display where the damage is coming from if you have a HEV suit.
The damage caused depends on the current difficulty setting:
- The "Easy" (
skill 1
) setting causes 25% of the Damage value every half-second. - The "Normal" (
skill 2
) setting causes 50% of the Damage value every half-second. - The "Hard" (
skill 3
) setting causes 75% of the Damage value every half-second. : Always causes 100% of the Damage value every half-second.
The value for damage types are essentially bitflags. This means that multiple damage types can be specified at once where applicable. For instance, DMG_SHOCK have a value of 256 and DMG_DROWN have a value of 16384. Entering the sum of those (256 + 16384), 16640, would both cause the player's screen to flash blue, and a spark will appear near the player.
Damage type list
This is a list of every damage type available in the default FGDs.
Generic
- Nothing special.
- Damagetype: Value 0
Crush
- The whole screen flashes red even if you're wearing a HEV suit.
- Always does 50% of the Damage value every half-second, regardless of difficulty setting.
- Damagetype: Value 1
Bullet
- Plays bullet impact sounds.
- Damagetype: Value 2
Slash
- Displays spurts of blood if player HEV suit power is 0.
- Damagetype: Value 4
Burn
- Plays heat damage sounds. (Something sizzling and the player going "Ouch!".)
- The whole screen flashes red even if you're wearing a HEV suit.
- No HUD damage directions are given.
- (For additional indication, you can add an ambient_generic playing hl1/fvox/heat_damage.wav to make the HEV suit go: "Extreme heat damage detected.")
- Damagetype: Value 8
Freeze
- Nothing special, but when used in Team Fortress 2, a player killed by this type of damage will be displayed as a kill by a train.
- Also, When Used in Half-Life, The HEV Suit will display a snowflake icon on the left side of the screen.
- Damagetype: Value 16
Fall
- Always does 50% of the Damage value every half-second, regardless of difficulty setting.
- The HEV suit will not protect you from this type of damage.
A player killed by this type of damage will display the fall-specific kill feed line "fell to a clumsy, painful death".
- Damagetype: Value 32
Blast
- Nothing special; may temporarily deafen the player.
A player killed by this type of damage will leave gibs instead of a ragdoll.
- Damagetype: Value 64
Club
- Nothing special.
A player killed by this type of damage will emit their dramatic death sounds (Team Fortress 2's melee weapons deal this type of damage).
- Damagetype: Value 128
Shock
- Sparks for every hit.
- (For additional indication, you can add an ambient_generic playing hl1/fvox/shock_damage.wav to make the HEV suit go: "Electrical damage detected.")
- Damagetype: Value 256
Sonic
- Plays damage sounds.
- Damagetype: Value 512
Energy beam
- Nothing special.
- Damagetype: Value 1024
Drown
- The whole screen flashes blue even if you're wearing a HEV suit.
- Double HUD damage directions are given.
- Plays drowning sounds.
- Always does 50% of the Damage value every half-second, regardless of difficulty setting.
- The HEV suit will not protect you from this type of damage.
- Damagetype: Value 16384
Paralyze
- HEV suit warning: "Warning: Bloodtoxin levels detected." (hl1/fvox/blood_toxins.wav)
- Damagetype: Value 32768
Nerve gas
- HEV suit warning: "Warning: Biohazard detected." (hl1/fvox/biohazard_detected.wav)
A player killed by this type of damage will be displayed as a kill by a sawblade.
- Damagetype: Value 65536
Poison
The type of damage a poison headcrab inflicts.
- The whole screen flashes yellow even if you're wearing a HEV suit. (This flash seems to stick sometimes, and may appear the next time the player is hurt.)
- The HEV suit will not protect you from this type of damage.
- Always does 50% of the Damage value every half-second, regardless of difficulty setting.
- HEV suit warns: "Warning: Bloodtoxin levels detected." (hl1/fvox/blood_toxins.wav)
- HUD displays: "Neurotoxin Detected Administering Antidote"
- The damage received is healed after awhile (even if the player is not wearing a suit, oddly enough).
Similar to GENERIC.
- Damagetype: Value 131072
Radiation
- Close proximity to a trigger_hurt with this type of damage will set off the HEV suits Geiger counter.
- The HEV suit will not protect you from this type of damage.
- The whole screen flashes white even if you're wearing a HEV suit.
- Double HUD damage directions are given.
- HEV suit warning: "Warning: Hazardous radiation levels detected." (hl1/fvox/radiation_detected.wav)
- Damagetype: Value 262144
Drown recover
- Nothing special.
- Damagetype: Value 524288
Chemical
- The whole screen flashes white even if you're wearing a HEV suit. (This flash seems to stick sometimes, and may appear the next time the player is hurt.)
- Double HUD damage directions are given.
- HEV suit warning: "Warning: Hazardous chemical detected." (hl1/fvox/chemical_detected.wav)
Critical damage. Deals 200% of the Damage value.
- Damagetype: Value 1048576
Slow burn
- Nothing special.
- Damagetype: Value 2097152
Slow freeze
- Nothing special. This bit is set when attempting to use an env_entity_dissolver on a live player.
- Damagetype: Value 4194304
Damage type table
This table shows every damage type available in the game. Some of these are not in the default FGDs and have to be added manually.
Name | Value | Info |
---|---|---|
DMG_GENERIC | 0 | Generic damage |
DMG_CRUSH | 1 | Damage from props |
DMG_BULLET | 2 | Damage from bullets. |
DMG_SLASH | 4 | Damage from most melee attacks (that scratch, lacerate, or cut). |
DMG_BURN | 8 | Burn damage (e.g. Igniting something and noclipping in it). |
DMG_VEHICLE | 16 | Hit by a vehicle. |
DMG_FALL | 32 | Damage from high falls. (can be used to disable player fall damage) |
DMG_BLAST | 64 | Damage from explosives (ear-ringing effect). |
DMG_CLUB | 128 | Damage from some enemy melee attacks (blunt or unarmed) e.g. Combine melee attack. |
DMG_SHOCK | 256 | Damage from electricity (creates sparks and puff of smoke at damage position). |
DMG_SONIC | 512 | Damage from supersonic objects (unused). |
DMG_ENERGYBEAM | 1024 | Laser or other high energy beam |
DMG_PREVENT_PHYSICS_FORCE !FGD | 2048 | Prevent a physics force (e.g. Gravity Gun Jump on Props) |
DMG_NEVERGIB !FGD | 4096 | No damage type will be able to gib victims upon death |
DMG_ALWAYSGIB !FGD | 8192 | Any damage type can be made to gib victims upon death |
DMG_DROWN | 16384 | Damage from drowning |
DMG_PARALYZE | 32768 | Damage from paralyzing |
DMG_NERVEGAS | 65536 | Damage from nervegas. (GLaDOS's gas from the ending of Portal) |
DMG_POISON | 131072 | Damage from poison (e.g. black head crabs) |
DMG_RADIATION | 262144 | Damage from radiation (Geiger counter will also go off). |
DMG_DROWNRECOVER | 524288 | Drowning recovery (health regained after surfacing) |
DMG_ACID | 1048576 | Damage from dangerous acids. (gives a light-cyan flash ingame) |
DMG_SLOWBURN | 2097152 | In an oven slow burning |
DMG_REMOVENORAGDOLL !FGD | 4194304 | No ragdoll will be created, and the target will be quietly removed. |
DMG_PHYSGUN !FGD | 8388608 | Damage from the Gravity Gun (e.g. pushing head crabs). |
DMG_PLASMA !FGD | 16777216 | Turns the player's screen dark and plays sounds until the player's next footstep. |
DMG_AIRBOAT !FGD | 33554432 | Damage from airboat gun. |
DMG_DISSOLVE !FGD | 67108864 | Damage from combine technology e.g. combine balls and the core. |
DMG_BLAST_SURFACE !FGD | 134217728 | A blast on the surface of water that cannot harm things underwater |
DMG_DIRECT !FGD | 268435456 | Damage from being on fire.(DMG_BURN relates to external sources hurting you) |
DMG_BUCKSHOT !FGD | 536870912 | Damage from shotguns. (not quite a bullet. Little, rounder, different.) |