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
![](/images/smilies/happy.gif)
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
![](/images/smilies/grin.gif)
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...