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FPSC Classic Scripts / [How To] Flying Ragdolls?

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007
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Posted: 28th Jan 2012 01:18
Hello Folks,

I am trying to create flying ragdolls, like when you throw a grenade, it explodes and throws the enemy up and back while ragdolling.

I was looking at the thread about destructabel environments:

http://forum.thegamecreators.com/?m=forum_view&b=24&t=191437&p=1

Rolfy have done something like this, he made a kind of blast force that threw the enemies up.

However, i don`t know what scripting command he used.

I tried "emitforce" in an entity to used as a "bomb", however, it emits a damage force that hit the enemy and also damage the player, but it did not make the enemy fly.

Can anyone help me?

Cheers,

007.

Goldenye 007 N64
The Zombie Killer
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Posted: 28th Jan 2012 10:07
I don't know why anyone hasn't replied to this yet, I am wondering how to do this too. If only people would reply to me when I ask them how they make the characters constantly bounce on those damn youtube videos.

-TZK

YoYo Games Account
Predator drone for FPSC - Coming soon, maybe
007
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Posted: 28th Jan 2012 11:30
Hello bro, i am trying all the commands related to force (emitforce, triggerforce, and such)

Let`s hope if rolfy himself maybe answer us.

Cheers,

007

Goldenye 007 N64
maho76
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Posted: 28th Jan 2012 11:53 Edited at: 28th Jan 2012 11:54
when i look at rolfys video, could be that he doesnt use emitting things but simply scripts another death-script for them. they are flat in the air (turned 90°) and moving backwards, then going into ragdoll in the air. could be that he simply setup nogravity and forceback, then ragdoll when they moved in a specified amount of etimer o.s.e.
you can do this in combination with normal deathscript by simply setting up 2 shotdamage-conditions. normal damage by fireweapon=trigger normal death. massive damage by launcher = forceback-effect.

justmythoughts.

007
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Posted: 28th Jan 2012 12:31
Thanks Maho,

I will try this and then post the results,

Indeed it`s a good idea, thanks.

btw, i am always looking at your project Habitat. Congratulations, it`s an awesome idea and very innovative.

I think that the games industry today must have this kind of innovative games. I think the market is already full of zombies and anti terrorist games.

Cheers.

Goldenye 007 N64
maho76
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Posted: 28th Jan 2012 12:35 Edited at: 28th Jan 2012 12:38
thank you for this, 007. i do my best

but try to get an answer by rolfy for this, he is a very creative person who improves a lot that others cant believe. could be he solved the throwbackthing in the engine.

another way would be to setup special animations instead of the use of scriptings, but as far as i see these are the standard-nazi-zombies.

i am curious about what he will say.



rolfy
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Posted: 29th Jan 2012 03:00 Edited at: 29th Jan 2012 03:44
What you see in the destructive environment videos is a simple action to throw the characters into the air after destroy is applied, the REALLY interesting part is the characters moving about freely on a dynamic surface which I am not inclined to release as yet.

simple destroy script:
:state=0:state=1,moveup=x,suspend,coloff,ragdoll

There are other actions you could include with this moveback=, movefore= etc and call different death animations in the character.fpi to mix things up a bit.
Experiment a bit with it, but thats the basics.

I haven't had the time myself but you might want to try going ragdoll before moving the character as it would look pretty awesome.As I say I dont have a lot of time on my hands to look into everything.

Awesome! Its one of those threads.
The Zombie Killer
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Posted: 29th Jan 2012 03:50
@rolfy
Thanks for posting the method, I'm gonna have a look at how I can abuse these commands

-TZK

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Predator drone for FPSC - Coming soon, maybe
007
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Posted: 29th Jan 2012 15:29
Thanks Dear Rolfy,

Yes, i will try, and also will try to ragdoll after move up and see what happens.

BTW, when you want to release this trick on how making characters move on a dynamic surface, i will be very gratefull, because i will use it on my game.

I am using your method of creating a level in 3dsmax, bake textures and export them as entities and segments with all the lightmapping made in 3dsmax.

I am using VRAY for all the lighting stuff and also am using FLATIRON to bake the shadows.

Anyway,

Thanks a lot for the repply.

Best Regards,

007

Goldenye 007 N64
007
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Posted: 30th Jan 2012 15:36
Hello Folks,

I tried rolfy`s death script:

:state=0:state=1,moveup=x,suspend,coloff,ragdoll

Yes, it works, like on his video of destructable environments, and the most amazing is that when the character hits the floor, his limbs impac with the floor, giving a very good effect.

However, i tried to combine movefore, entrotatex (y and z), but it seems that only the moveup command works, which in fact, is not very realistic, because the characters only fly up, but don`t rotate nor move forwardm nor backwards.

Any tips?

Goldenye 007 N64
maho76
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Posted: 30th Jan 2012 16:03 Edited at: 30th Jan 2012 16:04
take thrower/shotgun or anything with pushback, open gun / thrower and declare it ... lets say... 500-5000 damage^^, and look what happens to your characters.

but watch out, could be that you cannot find them anymore on the map after that

rolfy
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Posted: 31st Jan 2012 03:57
Quote: "However, i tried to combine movefore, entrotatex (y and z), but it seems that only the moveup command works, which in fact, is not very realistic, because the characters only fly up, but don`t rotate nor move forwardm nor backwards."

You could try incrementing one of the die anims just before using moveup= to get a more varied pose for this as it seems to start moving it up after the body is prone, you might even want to try using these actions within the entity main ai so its not called afterwards in the destroy script. You might also want to try using movetotarget= using an invisible entity as target, there are a bunch of actions you could try to get the effect your looking for. Like anything with scripting there are numerous ways to apply it. You just need to think outside the box.

Awesome! Its one of those threads.
007
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Posted: 31st Jan 2012 23:28 Edited at: 31st Jan 2012 23:39
Thanks Rolfy for the repply,

I will try and post the results

Regards,

007

Edit: as i was thinking, as this is a specific destroy script for this character, so i could, instead this, use a custom animation for the flying character using 3dsmax with some physics plugin, and then call this animation within this script.

But to be realistic, this flying animation would only play if the character is hitted by a specific gun, in case, explosive guns.

I know there is new command that identifies the the type of damage the character suffers (by which gun).

I will try this later.

Thanks

Goldenye 007 N64

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