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FPSC Classic Scripts / Possible to stop the death animation from playing while sing ragdoll?

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darimc
17
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Joined: 19th Jan 2007
Location: Canada
Posted: 5th Oct 2010 03:11
I just have a quick question guys, is it possible to not use the original death animation (where the character falls on its back) and just have it so that the character falls and uses ragdoll effect? I have tried various ragdoll scripts but all of them play that animation first.

PieLighter
14
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Joined: 22nd Mar 2010
Location: Right behind you...
Posted: 5th Oct 2010 09:28
Quote: "If you want to bypass completely, just do like this:

"

Thanks to Errant AI!
PieLighter
14
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Joined: 22nd Mar 2010
Location: Right behind you...
Posted: 5th Oct 2010 09:30
As I am under newb status I can't edit posts until they are posted so:
That script is for the throwragdollfore.fpi, throwragdollback.fpi, throwragdollleft.fpi, and throwragdollright.fpi, in the people folder.
Mr illusionest
15
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Joined: 5th Mar 2009
Location: Cairo , Egypt
Posted: 5th Oct 2010 11:49
Change death animations flags in the .fpe file of your character to 0,0 , Death animation are:
11-21
61-71

Cheers

"I am the night visitor when everyone is sleep , and when the last light fades"
The illusionest
darimc
17
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Joined: 19th Jan 2007
Location: Canada
Posted: 5th Oct 2010 22:56
@PieLighter, I tried it but it didn't work. It didn't play the animation but it didn't use ragdoll either.

@Mr illusionest, That didn't work either. The character just stood in place.

Anyone else have solutions? This is starting to get annoying. It doesn't really seem logical for them to play that animation in the first place after they added the ragdoll feature.

darimc
17
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Joined: 19th Jan 2007
Location: Canada
Posted: 6th Oct 2010 22:25
I'm still looking for help with this if you guys have solutions.

PieLighter
14
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Joined: 22nd Mar 2010
Location: Right behind you...
Posted: 7th Oct 2010 09:19
Do you have v1.17 or later? Anything earlier than 1.17 will not recognise the ragdoll command.
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 10th Oct 2010 19:01
...he's aware of that, PieLighter.

darimc
17
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Joined: 19th Jan 2007
Location: Canada
Posted: 12th Oct 2010 22:25
Yes, I do have v1.17... I still haven't found a way to do this.

kms
15
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Joined: 9th Jan 2009
Location:
Posted: 12th Oct 2010 23:08 Edited at: 12th Oct 2010 23:17
So, what I had to do was create separate "ragdoll" versions of the characters. I did something similar to what Mr illusionest said but with a slight variation. I went into the character's *.fpe and and changed the last frame to be the same as the first frame for animations 11-18 and 61-68. For example, my ragdoll version of officer (pistol) from the ww2 pack has the animation changes listed here:



While my ragdoll version of the Model Pack 4 Police Officer 1 has the edited animations:



For both, I then changed the "destroy" script to the generic ragdoll.fpi script that's seen all over the forums:



I'll include a copy of my "Officer (Pistol) Ragdoll.fpe" here for people to try out, since his base is from the pre-provided ww2 model pack. Also, please note that, in the *.fpe, my ragdoll.fpi happens to be listed in my user folder. I only mention this because I presume that many people put theirs in their destroy folder.

Anyway, I hope it works out!

EDIT: As a note, if you're trying to do this with a dark voice enabled character, it will not work due to a line "noragdoll = 1" in the *.fpe underneath "identity details". Of course, you can change this to a 0, but I would not recommend it because there is still a problem with ragdoll and talking characters' faces. It will go poly-jelly-form all over the place.

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