From 6152ad0c62dc365774c4157512cce1c3db32a336 Mon Sep 17 00:00:00 2001 From: Ryan Barlow <7389646+ryanbarlow97@users.noreply.github.com> Date: Thu, 15 Oct 2026 23:13:06 +0000 Subject: [PATCH] docs: note weapons ignore fall damage by default Pairs with https://github.com/TF-Minecraft/VehicleFramework/pull/74. Co-Authored-By: Claude Opus 5.5 --- projects/VehicleFramework/docs/weapons.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/VehicleFramework/docs/weapons.md b/projects/VehicleFramework/docs/weapons.md index 2ed3340..975cb1e 100644 --- a/projects/VehicleFramework/docs/weapons.md +++ b/projects/VehicleFramework/docs/weapons.md @@ -43,7 +43,7 @@ The seat value is the mount bone of the player who aims and fires. Keybinds on t | `delay` | Ticks after the key press before the shot leaves. The animation starts immediately | | `accepted-ammunition` | Ammunition ids this weapon loads | | `bones` | One or more `exit.exitalign` vectors. Each one needs its own round | -| `damage` | `type(amount)` multipliers for hits on the weapon | +| `damage` | `type(amount)` multipliers for hits on the weapon. `FALL` defaults to 0, so landing does not damage weapons | At 0% weapon health, reload time scales up by `weapon-degraded-reload-multiplier` in `config.yml` (default 2). The scale is linear between full health and empty.