SetGravity on a ragdoll

when a player dies, the ragdolls edited gravity seems to get ignored
this is the init.lua file of my gamemode



function GM:DoPlayerDeath( victim, killer, dmginfo )

	run_spectator( victim )
	victim:CreateRagdoll():SetGravity( 0.10 ) --gravity seems to not change
	victim:AddDeaths( 1 )

--ignore this code
if killer:IsValid() && killer:IsPlayer() then
		victim:PrintMessage( HUD_PRINTTALK, "You are DEAD, and you killed yourself, " .. ---- victim:Nick() .. "! 
")
		killer:AddFrags( -1 )
	else
		victim:PrintMessage( HUD_PRINTTALK, "You are DEAD, " .. victim:Nick() .. "! " .. killer:GetNick() .. " recieved +1 bullets  
")
		killer:GiveAmmo( 1, "Pistol" )
		killer:AddFrags( 1 )

	end
		
		
end


[gamemodes\run\gamemode\init.lua:71] attempt to index a nil value(Hook: DoPlayerDeath) is called on The SetGravity line
Y
the effect I’m trying to achieve is a slow motion death ragdoll

Doesn’t seem to work on props or ragdolls. Only found it to work on players.

victim:CreateRagdoll()
Then, on the client…
victim:GetRagdollEntity():SetGravity(0.10)

Still doesn’t work.

screw the original code

the console command “cl_phys_timescale < 0.0 - 1>” seems to only effect ragdolls

so I just added



game.ConsoleCommand("cl_phys_timescale 0.2 
")


and done

game.ConsoleCommand() is a serverside function, as you can see by the name of the cvar; “cl_*” it’s a clientside var.

seems to work perfectly

That doesn’t affect gravity though, only makes them move in slow motion.

Doesn’t SV_Cheats have to be “1” for that to work though?