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FPSC Classic Scripts / Ragdoll assistance

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foobly
16
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Joined: 10th Feb 2008
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Posted: 24th Jul 2010 05:03
It seems that I have terrible luck when it comes to getting the beta 5 ragdolls to work. I have tried everything on the forum, but when it comes down to it it seems to just randomly decide if it's going to work or not. Any advice?

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ploxiegens
14
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Posted: 24th Jul 2010 20:33
well, mine doesent work at all

bad zombie!
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 25th Jul 2010 01:49 Edited at: 25th Jul 2010 01:52
Here is how I got it to work with no problem at all, just add the new RAGDOLL action to the leave corpse script like so...



It is the destroy script I used for the Colonel Xs and Conkers in the attached video...

   Conjured Entertainment

 WARNING: Intense Madness

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ploxiegens
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Posted: 25th Jul 2010 02:06
wow, now it works, thanks... but how did you make them fall like ragdolls, and not just falling backwards and then turning into ragdolls? oh and how to tune down the bloom? its really anoying.

bad zombie!
Conjured Entertainment
AGK Developer
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Location: Nirvana
Posted: 25th Jul 2010 02:19 Edited at: 25th Jul 2010 02:22
Quote: "but how did you make them fall like ragdolls, and not just falling backwards and then turning into ragdolls?"

they fell on their own, I just put enough in the map so I would get variations.

Quote: "oh and how to tune down the bloom? its really anoying."

Just set postprocessing to 0 in the setup.ini AND in the buildsetup.ini if you want to turn the bloom off.

I haven't played around with trying to set it at different levels or anything so I'm not sure about that.

but the postprocessing is like so...

0 = none

1 = bloom

2 = depth of field

   Conjured Entertainment

 WARNING: Intense Madness
ploxiegens
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Posted: 25th Jul 2010 02:28
wow thats awsome, thanks

bad zombie!
Gencheff
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Location: UK by way of USSR
Posted: 25th Jul 2010 12:40
I think he means not to fall retarded on the ground like without ragdoll.Open the characters .fpe script (With NOTEPAD - It is in Entitibank\(Model pack name)\(Characters - probably)\(Swat (Machine Gun).fpe) and where the animations are change these.

anim11 = 0,1
anim14 = 40,41
anim17 = 120,121
anim20 = 80,81

anim61 = 0,1
anim64 = 40,41
anim67 = 120,121
anim70 = 80,81


In other words change their frames to 1 on each animation so they don't fall like retarded on the ground.

foobly
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Posted: 25th Jul 2010 18:38
Okm Gencheff I did that and now the ragdoll works, but instead of the corpse freezing when it makes contact with the floor, it wiggles like it's having a seizure.

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Gencheff
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Posted: 25th Jul 2010 18:56
I doubt you can fix that.That's the best result you'll get probably.

foobly
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Posted: 25th Jul 2010 19:04
So there isn't any way to tell the model to just freeze after a period of time or something of that nature?

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Gencheff
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Posted: 25th Jul 2010 19:11
hmmm...I don't think so.Ragdoll has nothing to do with freezing commands.Plus after the destroy script has been activated all colision for the entity is removed and it is destroyed.You cant play with it anymore.

foobly
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Posted: 25th Jul 2010 19:15
Ahh right, i wasn't thinking about that. So then i wonder what would be causing that then if some weird collision issue isn't?

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Gencheff
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Posted: 25th Jul 2010 19:23
I have no idea.Still i'm satisfied with what the engine can do

foobly
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Posted: 25th Jul 2010 19:25
Ok, I just tested it again, and the seizing actually stops after a period of time, which makes me think that there is some sort of timer that controls when the ragdoll shuts off or something of that nature.

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Gencheff
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Posted: 25th Jul 2010 19:26
It's possible.Have to ask Lee when he gets back from vacation.

foobly
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Posted: 25th Jul 2010 19:27
I'll make a note of that. Thanks for attempting to help man.

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