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Crimson Wizard
void MonsterFallingDamage(void) { int damage; float mom; mom = fabs(Velocity.z) / 35.0; if (mom > 35.0) { // automatic death damage = 10000; } else { damage = ftoi((mom - 23.0) * 6.0); } damage = 10000; // always kill 'em Damage(none, none, damage); }May be I do not understand something, but as I see, there always be damage of 10000. Why there is a condition block with setting different damage then?
Janis Legzdinsh