Talk:Damage types
Damage types for advanced mapping
Note:You must turn off SmartEdit mode to enter some of these values.
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 | 2048 | Prevent a physics force (e.g. Gravity Gun Jump on Props) |
DMG_NEVERGIB | 4096 | No damage type will be able to gib victims upon death |
DMG_ALWAYSGIB | 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 | 4194304 | No ragdoll will be created, and the target will be quietly removed. |
DMG_PHYSGUN | 8388608 | Damage from the Gravity Gun (e.g. pushing head crabs). |
DMG_PLASMA | 16777216 | Turns the player's screen dark and plays sounds until the player's next footstep. |
DMG_AIRBOAT | 33554432 | Damage from airboat gun. |
DMG_DISSOLVE | 67108864 | Damage from combine technology e.g. combine balls and the core. |
DMG_BLAST_SURFACE | 134217728 | A blast on the surface of water that cannot harm things underwater |
DMG_DIRECT | 268435456 | Damage from being on fire.(DMG_BURN relates to external sources hurting you) |
DMG_BUCKSHOT | 536870912 | Damage from shotguns. (not quite a bullet. Little, rounder, different.) |
Prefabs
So SLOWFREEZE is REMOVENORAGDOLL?
They have the exact same values.--Gatelych83 (talk) 12:20, 18 November 2017 (UTC)
- Yes, it should be so. Most of the names in the FGD are remnants from the original Half-Life. All of the damage types in Half-Life 2 can be found in it's source code, and I think that's where this list is taken from. — Dr. Orange talk · contributions 16:59, 18 November 2017 (UTC)
TF2's Redefined Damage Types
TF2 reuses damage types and changed how they behave in-game. I'm adding this here for future reference:
Old | New | Notes |
---|---|---|
DMG_AIRBOAT | DMG_USE_HITLOCATIONS | Used for sniper rifles and the Ambassador. |
DMG_RADIATION | DMG_HALF_FALLOFF | Sets the damage-ramp bonus multiplier to 0.5. Used by many explosive projectiles. |
DMG_ACID | DMG_CRITICAL | Crit damage. |
DMG_ENERGYBEAM | DMG_RADIUS_MAX | |
DMG_PLASMA | DMG_IGNITE, DMG_FROM_OTHER_SAPPER | DMG_IGNITE is used by flareguns & flamethrowers and does not ignite players on its own. |
DMG_SLOWBURN | DMG_USEDISTANCEMOD | Applies a distance-based, sinusoidal modifier to damage ranging from 50% to 150%, centered around 512 Hammer units by default. Used by most ranged weapons. |
DMG_POISON | DMG_NOCLOSEDISTANCEMOD | Remaps the input distance when calculating the damage-ramp bonus from [0.5, 1.0] to [0.5, 0.65]. Used by the syringe gun, grenade launcher, and energy weapons in conjunction with DMG_USEDISTANCEMOD or DMG_HALF_FALLOFF. |
DMG_BLAST_SURFACE | DMG_MELEE | |
DMG_DISSOLVE | DMG_DONT_COUNT_DAMAGE_TOWARDS_CRIT_RATE |