I've whipped up some ragdoll gibs for a player skin of mine, but they don't spawn correctly as gibs in-game.
The gibs function correctly as ragdolls when placed in Hammer as a prop_ragdoll.
When spawned from a gibbed player, they spawn in the correct position, with the proper blood effects. However, they roll around from what seems to be the origin with no sort of ragdoll physics.
The "regular" (non-ragdoll) gib models spawn totally correctly.
With vcollide_wireframe 1, they don't show any collision model at all.
Here's the section of the QC for gib spawning from the player model:
[CODE]$collisiontext {
break { model "player\gibs\random_organ" health 0 fadetime 10 debris 1 }
break { ragdoll "player\gibs\gib1" health 0 fadetime 10 debris 1 }
break { ragdoll "player\gibs\gib2" health 0 fadetime 10 debris 1 }
break { ragdoll "player\gibs\gib3" health 0 fadetime 10 debris 1 }
break { ragdoll "player\gibs\gib4" health 0 fadetime 10 debris 1 }
break { ragdoll "player\gibs\gib5" health 0 fadetime 10 debris 1 }
break { ragdoll "player\gibs\gib6" health 0 fadetime 10 debris 1 }
break { model "player\gibs\gib7" health 0 fadetime 10 debris 1 }
break { model "player\gibs\gib8" health 0 fadetime 10 debris 1 }
break { model "player\gibs\gib9" health 0 fadetime 10 debris 1 }
}[/CODE]
Am I missing something for them, or do ragdoll gibs just not work in TF2?
I remember ragdoll gibs not working due to engine limitations, seeing as many others have tried implementing them before
I probably am wrong
Was worried that was the case, tried out a bunch of different tests with it and nothing worked.
Should we put this info on the VDC? Would hate for some other poor schmuck to burn twelve hours of their life on this.
Sorry, you need to Log In to post a reply to this thread.