I got ragdolls working today. Serverside ragdolls. Cool thing is, they’re just regular models - no need for a special prop_ragdoll entity… it just uses the base model entity.
Results so far are good!
Here’s me and @layla testing
I got ragdolls working today. Serverside ragdolls. Cool thing is, they’re just regular models - no need for a special prop_ragdoll entity… it just uses the base model entity.
Results so far are good!
Here’s me and @layla testing
The result is just great!
Nice to see that the ragdoll doesn’t weight 10 tons when grabbed by the foot, hopefully the goal is to be able to pose them without the need of a tool.
Now put them in a door and close it.
Great progress
Prop kill when
I think this time around we can have a tool specifically for posing ragdolls. Turning ragdoll damping way up is a good way to pose too.
This is splendid, just splendid.
How much can these ragdoll constraints be screwed around with, C# binding wise?
Elasticity, length etc (I know you said damping but I’m curious of other possibilities)
I don’t know whether we have the ability to operate them yet, but technically there’s no reason why you couldn’t completely alter every aspect of them
This is sick
Looks really cool! What’s that welder I see in the inventory, though…
Looking very promising!
Thanks for the update.
The FPS when you shot the ragdolls for the first time, OOF.
That’s gonna happen no matter what, calculating that many collisions interacting with each other will lag in any engine, and there’s little optimization if any left.
Oh no I am sure XD that just did not look pleasant for any engine.
It is possible to make phys gun working properly? (Without delays and bouncing)
If you want it to behave in a physically realistic manner without clipping objects through walls badly then the short answer is no
Good work
I love seeing the rust assets lol