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FPSC Classic Scripts / Ragdoll working in 1.17 but not how I want it.

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Qqite
14
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Posted: 18th Jul 2010 10:23
I am using a modified script for the death script but my problem is whenever an enemy dies he falls to the floor and THEN goes ragdoll. I was him to stay standing up when turning into ragdoll.

I'm guessing its a live script but I am unsure of what to change.
Anyone?

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Plystire
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Posted: 19th Jul 2010 09:29
Change the death animation in your character's FPE file to a single frame.


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Errant AI
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Posted: 19th Jul 2010 14:41 Edited at: 19th Jul 2010 14:43
Check the ragdoll throwragdollfore/left/right/back scripts (in people folder)...

if they look like

Quote: ";Artificial Intelligence Script

;Header

desc = Throw Back and exit for ragdoll half-way

;Triggers

:state=0,raycast=0 99:runfpidefault=1
:state=0:state=1,setframe=11
:state=1:incframe=11
:state=1,framebeyond=11 70:runfpidefault=1

;End of Script"


change to...

Quote: ";Artificial Intelligence Script

;Header

desc = Throw Back and exit for ragdoll half-way

;Triggers

:state=0,raycast=0 99:runfpidefault=1
:state=0:state=1,setframe=11
:state=1:incframe=11
:state=1,framebeyond=11 20:runfpidefault=1

;End of Script"


That will make them ragdoll at 20% into the animation instead of 70% into it. You could even be crafty and randomly choose when they ragdoll.
bond1
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Posted: 19th Jul 2010 16:34
This is very cool how ragdoll was implemented. It would be a cinch to set up Condemned style finishing moves like head butts and neck snaps before the character goes into ragdoll.

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Nbt
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Posted: 19th Jul 2010 17:32
A full on wedgie finishing move with a wet willie clincher

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Conjured Entertainment
AGK Developer
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Posted: 19th Jul 2010 18:06 Edited at: 19th Jul 2010 18:22
Quote: "This is very cool how ragdoll was implemented. It would be a cinch to set up Condemned style finishing moves like head butts and neck snaps before the character goes into ragdoll."

Yeah, I was wondering about entities passing themselves off as characters and using the rag doll for other effects like something swinging on a chain.
Do you think something like that is possible, or am I going off on the wrong idea?
You know, so it would dangle around if bumped into.

If not, then maybe training dummies or something like a person hung from a tree dangling there?

I need to start playing with these cool new features, and see what can be pulled off with them being used in quirky ways.



@ EAI

So...

:state=1,framebeyond=11 1:runfpidefault=1

...would hit ragdoll at 1% of the throw back animation?

That would get as close to the start as possible without changing the throwback assignments right?

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PW Productions
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Posted: 22nd Jul 2010 22:29
I actually had a clever idea on how to achieve ragdoll items other than characters such as chains, ropes, dead bodies, etc...

So basically you would make your model, with bones everywhere you want it to be able to bend (and vertices to go along with those bones). Then in the FPE file for the entity, you would make the entity a character. After that, you would script it to do nothing, and just be still with ragdoll immediately taking effect while never being suspended or destroyed. Very simple sounding, but I've yet to try it... Any thoughts on this?

Plystire
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Posted: 23rd Jul 2010 01:12
Sounds workable, though there's the problem of it not being very viable in FPSC since (to my knowledge) ragdolls don't react to anything except gravity as a force.


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PW Productions
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Posted: 23rd Jul 2010 02:08
Are you sure? I remember I killed Colonel X, he glitched into the ground and when I moved into him he would move very slowly, reacting to my force. Same with when I jumped on him

Conjured Entertainment
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Posted: 23rd Jul 2010 02:53 Edited at: 23rd Jul 2010 02:54
Quote: "Sounds workable, though there's the problem of it not being very viable in FPSC since (to my knowledge) ragdolls don't react to anything except gravity as a force."


Quote: "Are you sure? I remember I killed Colonel X, he glitched into the ground and when I moved into him he would move very slowly, reacting to my force. Same with when I jumped on him"


Yeah, I have a video of a dead body hanging off a ledge getting knocked off when another NPC bumped into it.
I saw another video where the player bumps into a dead Aiko and her head flops around when bumped into.
So, ragdoll does seem to react to the other characters too.

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Errant AI
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Posted: 23rd Jul 2010 04:33 Edited at: 23rd Jul 2010 04:33
Quote: "@ EAI

So...

:state=1,framebeyond=11 1:runfpidefault=1

...would hit ragdoll at 1% of the throw back animation?

That would get as close to the start as possible without changing the throwback assignments right?"


If you want to bypass completely, just do like this:

Quote: "";Artificial Intelligence Script

;Header

desc = bypass throwback anim and ragdoll

;Triggers

:state=0:runfpidefault=1

;End of Script""


Quote: "I actually had a clever idea on how to achieve ragdoll items other than characters such as chains, ropes, dead bodies, etc..."


There might be a problem in that once something is ragdoll'd and comes to rest it freezes and stops ragdolling.
Shadowtroid
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Posted: 23rd Jul 2010 04:39
Quote: "There might be a problem in that once something is ragdoll'd and comes to rest it freezes and stops ragdolling. "


I've noticed it does that, which is pretty annoying. Though I guess a billion ragdoll bodies smashed into FPSC would not exactly end well.

PW Productions
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Posted: 23rd Jul 2010 05:18
Quote: "There might be a problem in that once something is ragdoll'd and comes to rest it freezes and stops ragdolling"


Ah, crap. I thought that was the suspend command in the script. Of course, FPSC finds ways of limiting us - typical. Was a pretty good idea though.

Plystire
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Posted: 23rd Jul 2010 12:50
Lee should make a "ragdollnofreeze" command.


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PW Productions
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Posted: 23rd Jul 2010 19:25
That's not a half-bad idea

Errant AI
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Posted: 23rd Jul 2010 21:53
Quote: "Ah, crap. I thought that was the suspend command in the script. Of course, FPSC finds ways of limiting us - typical"


Only one way to find out; nothing stopping anyone from doing experiments with it other than willpower. It could be as simple as looping the ragdoll action, for all I know.
PW Productions
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Posted: 23rd Jul 2010 22:10
How would you loop it though? There's no loop-related command. I'd be happy to experiment, but I'm not quite sure what to do

Shadowtroid
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Posted: 23rd Jul 2010 22:47
Well, looping is pretty hard, and requires a lot of work.

Fortunately I have done it for you...



I worked hard on that.

But in all honesty, scripts basically are in loops like this:



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