Apparently this is really hard to accomplish in Evo? I haven't made it yet but here's how I would do it.
Attach a Hit Trigger to each major limb - upper & lower arms & legs, body, head
Target > Exclude water
Advanced > Active > link to (trigger limiter) > link to Set Variable Increase (small number)
As for the issue with removing damage dependent on how hard you hit the ground, ignore that because the harder you hit, the longer you'll stay in contact with the ground (theoretically). You could use the (trigger limiter) toolcard to only score points up to X triggers to prevent constant damage while simply laying on the ground, or sliding across it. Set up individual ones if you want him to receive constant damage for example if his face is being dragged across the pavement.
I don't know about that. According to the impulse momentum theorem, force and time are inversely proportional.Originally Posted by Jolan
You can measure the "Applied Force" on each body part with an object info data source.
Including squishy human bits that dampen the impact?
Meh, as long as it detects you are hitting the ground! And this should use less extras like planks of wood or pipes.
That's got to be the way to go with this then, hasn't it?Originally Posted by nannerdw
i'd go with Applied force as well, along with hit triggers to sum the values of the applied force then divide and floor the value for display and scoring, i'd also tweak the hit tolerances until they feel right.
The "applied force" on the Object info data source doesn't monitor how hard the object collides. It does only monitor how much force (directional force, area affector, explosion power etc.) the object affects and pushes.Originally Posted by dasraiser
not quite right blaster, place two physics objects inside each other with both then monitored by Applied Force and then hit the back button and watch those values soar.
Oh, it does!Originally Posted by dasraiser
I thought it does only monitor the push force value from forces etc because I did a FPS game where I wanted to make a sound when the chromeball collides something too much, but it only showed the area affector force.
thanks anyway![]()