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DEADMONSTOR wrote:
Dezmond wrote:
DEADMONSTOR wrote:
Or just turn off fall damage for deaths
Do you know any other way that this can be sorted as it may not be as simple as that?

Turning off fall damage is so easy
function ReduceFallDamage(ent, inflictor, attacker, amount, dmginfo)
	if ent:IsPlayer() and dmginfo:IsFallDamage() and (ent:Team() or 0)  == 2 then
		dmginfo:SetDamage(0)
	end
end
hook.Add("EntityTakeDamage", "RemoveFallDamage", ReduceFallDamage)

You literally know what you are doing. I did coding at college yesterday and still was stuck on what to do.

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