Damage types

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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.

Note:In most games, the health amounts have been known to be processed in half points. 100 health on the HUD may actually be 199 or 200 in code. This varies by game.

The damage caused depends on the current difficulty setting:

  • The "Easy" (skill 1) setting causes 50% of the Damage value every half-second.
  • The "Normal" (skill 2) setting causes 100% of the Damage value every half-second.
  • The "Hard" (skill 3) setting causes 150% of the Damage value every half-second.
  • <Team Fortress 2>: 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.")

<Team Fortress 2> Does NOT ignite players.

  • Damagetype: Value 8

Freeze

  • Nothing special.
  • <Team Fortress 2> A player killed by this type of damage will be displayed as being run over by a train.
  • When used in the Half-Life codebase, 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.
  • <Team Fortress 2> 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.
  • <Team Fortress 2> A player killed by this type of damage will leave gibs instead of a ragdoll.
  • Damagetype: Value 64

Club

  • Nothing special.
  • <Team Fortress 2> 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)
  • <Team Fortress 2> 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).
  • <Team Fortress 2> 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.
    • <Team Fortress 2> The screen does not flash.
  • 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)
  • <Team Fortress 2> 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 physics objects.
DMG_BULLET 2 Damage from bullets.
DMG_SLASH 4 Damage from most melee attacks (that scratch, lacerate, or cut).
DMG_BURN 8 Burn damage.
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.
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 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.)
DMG_LASTGENERICFLAG !FGD 1073741824
DMG_HEADSHOT !FGD 2147483648 Damage from a headshot.

Prefabs

See also