Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Thrown back by grenades/explosives ragdoll - is this possible?

Author
Message
PieLighter
14
Years of Service
User Offline
Joined: 22nd Mar 2010
Location: Right behind you...
Posted: 4th Oct 2010 19:41
Title says it all - an explosive should throw a character back and it ragdolls at the same time as it is technically dead.
Michael Thompson
16
Years of Service
User Offline
Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 11th Oct 2010 10:36
Hmmmm. interesting concept. However, I dont suppose that changing the damage would do it. maybe making the explosion solid, but the entities con go in until they are covered in the fire, and then it throws them back - with the player too would be good.

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations
zeza
16
Years of Service
User Offline
Joined: 27th Jun 2008
Location:
Posted: 11th Oct 2010 16:17
It is not, currently in ragdoll all acceleration is set to 0, so the character just falls where it is.

I'd change the world, but I don't have the source code
R.I.P. heltor, we will miss you
SecretiveOps
14
Years of Service
User Offline
Joined: 13th Sep 2010
Location:
Posted: 11th Oct 2010 16:19 Edited at: 11th Oct 2010 16:28
You can set their "Explode" Field or something (not on development computer ATM) towards the physics section to "Yes". That should make it once you destroy the entity, it will ragdoll while exploding.

EDIT: If an explosive force is applied to a ragdoll'd object, shouldn't it fly back since there's force applied to the front. Of course, you can make it use the throwragdollback.fpi script by putting:

Somewhere in your code.

Why does life suck the life out of you?
PieLighter
14
Years of Service
User Offline
Joined: 22nd Mar 2010
Location: Right behind you...
Posted: 20th Oct 2010 22:37 Edited at: 20th Oct 2010 22:40
Thing is, the character will perform its fall-back animation, then ragdoll. This normally means he is laying on the floor just as in pre-1.17. In any other FPS/TPS game, a grenade will make a character fly up in the air, rather than just take damage and fall a bit further back as in FPSC.
If I set the Explode field to Yes, the character will disappear in a puff of smoke with a bang and I will take a bit of damage.

And in the first post, I meant that if I chuck a few grenades at it or shoot it with a LAW or bazooka. But nice concept of characters exploding when dead instead of just dying.
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 21st Oct 2010 01:26
FPSC applies ragdoll AFTER the physics explosion, which is why they are only meagerly effected by the explosion.

The way it should be done (and the way it's done in many other engines) is to apply damage first, then if need be apply ragdoll to the models nearby, THEN apply physics impulse velocity.

I also would have enjoyed it if characters could go ragdoll... and then get back up if they still have health remaining.


The one and only,


Michael Thompson
16
Years of Service
User Offline
Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 26th Oct 2010 13:48
Quote: "I also would have enjoyed it if characters could go ragdoll... and then get back up if they still have health remaining."

That is an awesome idea. will you be including it in project blue? (assuming you still work on it)

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations

Login to post a reply

Server time is: 2024-11-24 17:07:27
Your offset time is: 2024-11-24 17:07:27