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FPSC Classic Product Chat / fading ragdolls?

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da2020
16
Years of Service
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Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 23rd Jul 2010 16:13
Hey guys I just want to know if the ragdoll corpse can disappear after the enemy was killed the bodies are taking away the background and the scene of the game was just full of dead bodies but I still want the ragdoll death to take place.

Thnx in advance!
da2020
16
Years of Service
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Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 24th Jul 2010 07:31
bump?
Bugsy
17
Years of Service
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Joined: 24th Nov 2008
Location: another place in time
Posted: 24th Jul 2010 08:27
I want to know too. I'm a fan of fadecorpse because I was under the impression that when the body fades out, the engine deletes it's model from the level.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Errant AI
19
Years of Service
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Joined: 24th Aug 2006
Location:
Posted: 24th Jul 2010 11:01 Edited at: 25th Jul 2010 21:18
Haven't tested it but it should/might work. I just combined the ragdoll with fadecorpse and bridged them with an etimer.

SH4773R
16
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Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 25th Jul 2010 08:04
Your a uniqe person errant - a good (awesome) modeler, and a great scripter. I know there's meny others like that but you stick out (in a good way) btw thx for the script ill test it when I get a chance

Who the hell is General Failure? And why is he trying to read my hard disk?

My software never has bugs. It just develops random features.
da2020
16
Years of Service
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Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 25th Jul 2010 08:12 Edited at: 25th Jul 2010 08:20
@EAI many thanks man I'll test your script later!

[EDIT]@Errant sorry but the corpse still doesn't disappear
Gencheff
16
Years of Service
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 25th Jul 2010 12:25 Edited at: 25th Jul 2010 12:26
@EAI that script was bound to fail from the start.I think it's because after a destroy script is triggered it only works for 1 second.I tried using this method to add fpgcrawtext and supposedly the text should have stayed on the screen after a state change until I exited the test game.Well...it didn't.Right after the text appeared , it disappeared again.(no I didn't change the state after fpgcrawtext).

Oh and also the script is wrong.After :state=1,etimergreater=3000 there should be a : not a ,

My guess would be :



still I doubt this will work...

Errant AI
19
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Joined: 24th Aug 2006
Location:
Posted: 25th Jul 2010 21:34 Edited at: 26th Jul 2010 10:39
Good catch. I edited the typo in the script I posted earlier. I'm on the road so can't test. The suspend,coloff may need to me moved to the last line as well.

edit: I messed around with it a bit and got the corpses to fade out by delaying suspend (and the etimer will work if the entity hasn't been suspended) but the ragdoll goes all crazy if not immediately suspended. TBH, I didn't notice much performance difference between leaving a ragdoll corpse, fading a ragdoll corpse and non-ragdoll fadecorpse. Fading the ragdoll corpse also had the sideeffect of hiding the AI's wveap.

FWIW, heres the screwball script:
SpyDaniel
20
Years of Service
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 25th Jul 2010 22:29
Could you not tell it to ragdoll and fadeout on the same line? Maybe that would work, but may also cause the ragdoll to fadeout straight away.

Windows 7 Home Premium 64-bit, AMD Phenom II X4 940 3.0Ghz, 2.0GB Single-Channel DDR2 @ 400MHz, ATI Radeon Sapphire HD 5770 Vapor-X

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