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FPSC Classic Product Chat / How do I get Ragdoll effect?

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MadChicken Games
16
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Joined: 27th Jun 2008
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Posted: 29th Jun 2008 00:29
Hey I'ved heard that FPSC upgrade 1.09 has a ragdoll effect but when I kill an enemy they just fall over like normal so if the ragdoll is true will someone please tell me how to use it please?
Pride
16
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Location: Eastern USA
Posted: 29th Jun 2008 02:42
RagDolls are have not yet been put into FPSC X9, wait for Lee to put it in or wait for the migration.


Formerly MeZo
Hyokin
16
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Joined: 24th Apr 2008
Location: Assaulting the Control Room.
Posted: 29th Jun 2008 02:45
It would make our games much more intresting to have ragdoll physics.

Your Destruction is the will of the gods.
Indicium
16
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Posted: 22nd Jul 2008 21:15
hmmm. Could we not script a ragdoll effect?

Maybe when an entitys health is less than 5 it changes its animation to the one where its lying down and stays that way. Then just suspend its Shoot script?

I will look into this
Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 22nd Jul 2008 21:57
How could you possibly script ragdoll? By what you're describing, you have a completely different standard of ragdoll physics than I do.
Indicium
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Posted: 22nd Jul 2008 22:24
Fair enough then...
107295
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Posted: 23rd Jul 2008 06:56
I suppose you could do the "leavecorpse.fpi" then he would stay there and you could shoot him and he would be "physified". Search YouTube for "Fps Creator Ragdoll Physics" and don't choose the X10 vids.

Or, if someone is desperate enough, they could make seperate models for hands legs etc. and make them follow each other at different levels and when you kill him they would all fall like a ragdoll...

Im trying to work on it

One day, I threw a potato... AND IT HIT THE CEILING, like, HOW AWESOME
Inspire
17
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Location: Rochester, NY
Posted: 23rd Jul 2008 07:11
With the leavecorpse.fpi thing, the body still uses the old hit detection for when its still alive, so you can shoot the air right above it and get blood.
Rampage
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Location: New Zealand
Posted: 23rd Jul 2008 08:27
Look Mad Nightmare and the other Mad , it is not possible to script ragdoll AT ALL, without implementing a sort of Newton or Darkphysic input into the very source code of FPSC, so its impossible to look into it. Your best bet is to just wait for version 2, or pay us $560,749,358,346 to put it in!! lol

[url=][/url]The Ultimate Battle Mod, high fps, particles, and more.
Clock Works
User Banned
Posted: 23rd Jul 2008 10:02
Quote: "$560,749,358,346"

It that all ..
I think it need's more number's

Hollow screams echo here,smell of never ending fear,smile of chaos,burning blood,lies of misery,feel of mud.
Roger Wilco
19
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Location: In the Shadow of Chernobyl
Posted: 23rd Jul 2008 12:41
No need to implement NGD or DarkPhysics, ODE can handle ragdolls too.
But yeah, you'd have to source-mod FPSC to get true ragdoll physics. Or just wait for v2.

Check out the Gunn3r Games web-site and its growing community, and expand the joy of indie development!
http://www.gunn3rgames.net/
Aaagreen
17
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Location: City 17
Posted: 23rd Jul 2008 12:59
Imagine if FPSC had Half-Life 2 physics... I have forgotton the physics company used in hl2.

The Simon Cowell of TGC.
Roger Wilco
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Location: In the Shadow of Chernobyl
Posted: 23rd Jul 2008 13:08
You mean Havok? Yeah, that would've been awesome. But ODE is well capable of handling more complex physics than what we've seen in FPSC. Just look at STALKER - Shadow of Chernobyl, it uses ODE as well. Tumbling and rolling barrels is the one thing I miss the most in FPSC, lol.

Check out the Gunn3r Games web-site and its growing community, and expand the joy of indie development!
http://www.gunn3rgames.net/
Aaagreen
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Posted: 23rd Jul 2008 13:16
Did FPSC ever have rolling barrels?

The Simon Cowell of TGC.
Roger Wilco
19
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Location: In the Shadow of Chernobyl
Posted: 23rd Jul 2008 15:13
Nope. Maybe if you make them high-poly and set the refraction up to really high values, then you might get a similar effect.

Check out the Gunn3r Games web-site and its growing community, and expand the joy of indie development!
http://www.gunn3rgames.net/
Gunn3r
18
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 23rd Jul 2008 18:45
Well, Havok has a free downloadable version that you can use... If you really want to put that into your game...


Gunn3r Games
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 23rd Jul 2008 19:11
First you'd need to port it to Dark Basic Pro though, and THEN figure out how to remove ODE, and add HAVOK... I doubt anyone is willing to do that.

Aaagreen
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Posted: 23rd Jul 2008 19:12
Hey Lee, can you do us a favour...

The Simon Cowell of TGC.
Silvester
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Posted: 23rd Jul 2008 19:22
Quote: "Hey Lee, can you do us a favour..."


Lets just see how he manages Dark Physics(if he ever puts that in)first, shall we?

CoffeeGrunt
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Location: England
Posted: 23rd Jul 2008 19:31
Quote: "the body still uses the old hit detection for when its still alive, so you can shoot the air right above it and get blood. "


Not true. As of V1.12, the engine recalculates the collision box based on animation frames.....

xyzz1233
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Posted: 23rd Jul 2008 19:34
Really? So we can have doors that collide when open?
CoffeeGrunt
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Posted: 23rd Jul 2008 19:34
Apparently, yes we can.....

xyzz1233
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Posted: 23rd Jul 2008 19:43
Nope. Doesn't work. I removed the coloff and colon actions from the dooruse script, and all I get is an invisible barrier where the door is...
CoffeeGrunt
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Location: England
Posted: 23rd Jul 2008 19:46
I read through it agin, apparently all it does it recaculate the collision box based on the anim frames. I guess that the door model itself must have another bone that's blocking the way....

xyzz1233
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Posted: 23rd Jul 2008 19:49
So to get it to work, we'd need to reanimate the door?
Seth Black
FPSC Reloaded TGC Backer
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Posted: 23rd Jul 2008 19:54
...I'm betting that the new collision parameters only apply to character entities.


Aaagreen
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Location: City 17
Posted: 23rd Jul 2008 20:03
The colon/coloff scripts on a door are because a dynamic entity always uses box colision, so even if it animates the collision of the door will still be there, hence the coloff.

The Simon Cowell of TGC.
Inspire
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Location: Rochester, NY
Posted: 23rd Jul 2008 20:08
There has to be a way to get that working.
Seth Black
FPSC Reloaded TGC Backer
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Posted: 24th Jul 2008 16:45
...of course, there's always just waiting for the V2.0 migration.

Ragdoll is listed as one of the features that will be included...


Nickydude
Retired Moderator
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Location: Look outside...
Posted: 24th Jul 2008 23:29
Let's just hope V2 is the all singing all dancing saviour everyone hopes it will be.

Silvester
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Location: Netherlands
Posted: 24th Jul 2008 23:32
Quote: "Let's just hope V2 is the all singing all dancing saviour everyone hopes it will be. "

heh, I've been saying that for ages

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