Impact Damage Table
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
.
Contents
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