ScooT9 Is this what your looking for ?
I found some older posting on the subject and after some testing it was an easy fix to the ragdoll dilemma
This problem was solved long ago but forgotten. Yes, the "play death" animation seems hard-coded.
To get rid of it simply open the characters .fpe file. Change all "death" animation to only the first two (2) frames...
( This is where Fragmotion comes in handy
I found that all the die animations are the frames Before #200 )
Example:
anim11 = 0,19
anim12 = 20,39
Change those to only the first two frames....
anim11 = 0,1
anim12 = 20,21
Do this for all animations that come before 200. Make original backups first.
Here is a stock one I used for this test.
animationinfo
animmax = 100
anim0 = 190,209
anim1 = 210,234
anim2 = 235,259
anim3 = 260,279
anim4 = 280,299
anim5 = 300,318
anim6 = 319,355
anim7 = 160,161
anim8 = 330,355
anim11 = 0,1
anim12 = 20,21
anim13 = 493,522
anim14 = 40,41
anim15 = 60,61
anim16 = 523,552
anim17 = 120,121
anim18 = 140,141
anim20 = 80,81
anim21 = 100,101
anim31 = 356,380
anim32 = 381,405
anim33 = 381,405
anim34 = 381,405
anim35 = 381,405
anim36 = 406,442
anim40 = 443,462
anim41 = 463,492
anim50 = 553,572
anim51 = 573,597
anim52 = 598,622
anim53 = 623,642
anim54 = 643,662
anim55 = 663,681
anim56 = 682,731
anim57 = 160,161
anim61 = 0,1
anim62 = 20,21
anim63 = 882,911
anim64 = 40,41
anim65 = 60,61
anim66 = 912,941
anim67 = 120,121
anim68 = 140,141
anim70 = 80,81
anim71 = 100,101
anim81 = 732,756
anim82 = 757,781
anim83 = 757,781
anim84 = 757,781
anim85 = 757,781
anim86 = 782,831
anim90 = 832,851
anim91 = 852,881
Now for the script, I found a simple one that worked every time.
:state=0:state=1,suspend,coloff,ragdoll
I also played with setframe= to "pose" the figure as it was going into ragdoll.
:state=0:state=1,setframe=3,suspend,coloff,ragdoll
Try different settings to see what you come up with
My games never have bugs. They just develop random features..
Lots and lots of random features...