Impact Damage Table

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This article is intended as guidance information for configuring prop_physics models.

The information is simply lifted from Source SDK Base version of physics_impact_damage.cpp.

Player

24*24.0f,		// minimum linear speed
360*360.0f,		// minimum angular speed
2.0f,			// can't take damage from anything under 2kg 

5.0f,			// anything less than 5kg is "small"
5.0f,			// never take more than 5 pts of damage from anything under 5kg
36*36.0f,		// <5kg objects must go faster than 36 in/s to do damage

0.0f,			// large mass in kg (no large mass effects)
1.0f,			// large mass scale
2.0f,			// large mass falling scale
320.0f,			// min velocity for player speed to cause damage

Player in Vehicle

24*24,			// minimum linear speed
360*360,		// minimum angular speed
80,			// can't take damage from anything under 80 kg

150,			// anything less than 150kg is "small"
5,			// never take more than 5 pts of damage from anything under 150kg
36*36,			// <150kg objects must go faster than 36 in/s to do damage

0,			// large mass in kg (no large mass effects)
1.0f,			// large mass scale
1.0f,			// large mass falling scale
0.0f,			// min vel

NPC

24*24,			// minimum linear speed squared
360*360,		// minimum angular speed squared (360 deg/s to cause spin/slice damage)
2,			// can't take damage from anything under 2kg

5,			// anything less than 5kg is "small"
5,			// never take more than 5 pts of damage from anything under 5kg
36*36,			// <5kg objects must go faster than 36 in/s to do damage

VPHYSICS_LARGE_OBJECT_MASS,	// large mass in kg 
4,			// large mass scale (anything over 500kg does 4X as much energy to read from damage table)
5,			// large mass falling scale (emphasize falling/crushing damage over sideways impacts since the stress will kill you anyway)
0.0f,			// min vel

Glass

8*8,			// minimum linear speed squared
360*360,		// minimum angular speed squared (360 deg/s to cause spin/slice damage)
2,			// can't take damage from anything under 2kg
1,			// anything less than 1kg is "small"
10,			// never take more than 10 pts of damage from anything under 1kg
8*8,			// <1kg objects must go faster than 8 in/s to do damage
50,			// large mass in kg 
4,			// large mass scale (anything over 50kg does 4X as much energy to read from damage table)
0.0f,			// min vel