Spielerando

Teleporting, respawning or entering water must not count as a fall

A player teleports home from a mountaintop and dies on arrival from a fall that never happened. Fall damage that tracks the highest point is easy, but everything that moves a character without walking must tell it to forget. Here is the list of events and how to handle each.

Why this works

Fall harm should measure only what the body actually dropped through on its own. Anything that moves a character by other means starts a new story, so each such event must make the game forget the old high point, or the jump in height gets blamed on the player.

When not to use it

Do not reset the fall when the move is part of the fall, such as being launched by a pad or thrown by a blast. The height gained there belongs to the same flight and should still count when the player lands.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 25 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Teleporting, respawning or entering water must not count as a fall" (read_entry teleport-must-not-count-as-a-fall) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP