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 PostPosted: Wed Apr 02, 2008 6:06 pm    Post subject: Ragdoll Physics Reply with quote Back to top

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Wreck
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 PostPosted: Wed Apr 02, 2008 7:01 pm    Post subject: Reply with quote Back to top

I'm pretty sure it's just a set of actions. I used to play around in the Facility with activators, which would make certain characters die in specific ways. Like Dr. Doak, for instance. I set it so he'd do the rolling forward motion, even though I was exploding mines that would send him flying backwards. The height and distance at which the character travels is dependant on how close the explosion occurs, I believe. There's only so many ways they'll die, but where and how they fly can make it appear different.

Where was Trevelyan when you blew him up? I don't think it's even possible for a character to fly over a railing in GE, since they are bound to the clipping. You can send him off of the circular platform at the end, however. Maybe you thought he went over, when he just either got lost in the fire or disappeared quickly?

Ragdoll physics is clearly present in the GoldenEye: Source Half-Life 2 mod. Watch any of the videos on YouTube and you'll see people being launched in hilarious ways all over the maps. I'm not sure if it's as much realistic as it is funny.
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 PostPosted: Thu Apr 03, 2008 6:21 pm    Post subject: Reply with quote Back to top

You can't fling guys over the railings. You can send them flying around corners though, and that's a bit funny. In fact, not only can they not clear clipping, they can still collide with objects beneath them.

I assure you there are no ragdoll physics in GE.

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Come to think of it Wreck, did anybody make death animation codes for GE? The PD ones are hilarious (and some take forever...)
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 PostPosted: Fri Apr 04, 2008 12:52 pm    Post subject: Reply with quote Back to top

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