[Code] Improved Ragdoll Physics

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Psyko
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Re: [Code] Improved Ragdoll Physics

Post by Psyko »

Forrealz Do you think you could look into making grenades roll?
Spush
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Re: [Code] Improved Ragdoll Physics

Post by Spush »

I think he means bounce, move, roll on the ground, like have physics.
KiloJules
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Re: [Code] Improved Ragdoll Physics

Post by KiloJules »

Funny enough that the ammo bags roll down a hill and are very hard to stop :) compared to the nades that kinda stick to the ground fairly easy...Would be awesome indeed.
Alek-say
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Re: [Code] Improved Ragdoll Physics

Post by Alek-say »

And is this improved physics system going to be in PR?
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-=anders=-
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Re: [Code] Improved Ragdoll Physics

Post by -=anders=- »

KiloJules wrote:Funny enough that the ammo bags roll down a hill and are very hard to stop :) compared to the nades that kinda stick to the ground fairly easy...Would be awesome indeed.
Haha, true. Not sure though how it will work serverside. Should be really easy in SP mode, but MP, I dunno.
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Furrealz_22
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Re: [Code] Improved Ragdoll Physics

Post by Furrealz_22 »

Hey guys, sorry I've been inactive for a minute, I've had a bunch of RL stuff going on and I haven't really had the time to work on this mod, so not much progress has been made. But a little update here, BloodyDeed and the rest of the PR devs have decided to implement the latest version of this mod into 1.0, so hopefully these work well on actual servers!


As for the rolling grenades, it might be possible to do, but I'm not sure. I can't really experiment with that since I deleted my editor files awhile ago to make space on my harddrive. But if any of you want to look into it, I would go into the editor, open up any type of grenade, and check to see if the projectile has mesh physics or not. If it doesn't, then check the "mesh" option and try it. That's what the ammobags, medkits and mines should have also.
Alek-say
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Re: [Code] Improved Ragdoll Physics

Post by Alek-say »

Furrealz_22 wrote:Hey guys, sorry I've been inactive for a minute, I've had a bunch of RL stuff going on and I haven't really had the time to work on this mod, so not much progress has been made. But a little update here, BloodyDeed and the rest of the PR devs have decided to implement the latest version of this mod into 1.0, so hopefully these work well on actual servers!


As for the rolling grenades, it might be possible to do, but I'm not sure. I can't really experiment with that since I deleted my editor files awhile ago to make space on my harddrive. But if any of you want to look into it, I would go into the editor, open up any type of grenade, and check to see if the projectile has mesh physics or not. If it doesn't, then check the "mesh" option and try it. That's what the ammobags, medkits and mines should have also.
Good to know it! Thank you, man!
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ERYL
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Re: [Code] Improved Ragdoll Physics

Post by ERYL »

Can you make the ragdolls have a better colision with moving vehicles? I only want this, because in normal battlefield 2, the ragdolls can go through the moving vehicle's walls.
Last edited by ERYL on 2012-08-13 18:51, edited 1 time in total.
ERYL
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Re: [Code] Improved Ragdoll Physics

Post by ERYL »

how I can download this?
SShadowFox
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Re: [Code] Improved Ragdoll Physics

Post by SShadowFox »

It wasn't released yet, also, this is propriety of the PR Community, which means, the DEVs and who made it, if you wanna use it in your mod you should request permission to the DEVs first.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

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Psyrus
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Re: [Code] Improved Ragdoll Physics

Post by Psyrus »

SShadowFox wrote:It wasn't released yet, also, this is propriety of the PR Community, which means, the DEVs and who made it, if you wanna use it in your mod you should request permission to the DEVs first.
I believe Furrealz_22 is not yet a dev, and I have no idea if it's been submitted to the PR team or not.

Furrealz_22 would be the one to contact, as it's his work.
AfterDune
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Re: [Code] Improved Ragdoll Physics

Post by AfterDune »

It's Furrealz's work, but will be implemented in the upcoming PR v1.0.
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Psyrus
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Re: [Code] Improved Ragdoll Physics

Post by Psyrus »

[R-DEV]AfterDune wrote:It's Furrealz's work, but will be implemented in the upcoming PR v1.0.
I don't know the licensing conditions, does that mean that if you wanted to use that code in your own mod, you'd need to contact the PR devs, or Furrealz?
AfterDune
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Re: [Code] Improved Ragdoll Physics

Post by AfterDune »

As I said, it's Furrealz work and he decided to share it with PR. Don't know if BloodyDeed or anyone made some modifications to it, but as far as I know, Furrealz can still hand out his work to whoever he pleases.
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Psyrus
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Re: [Code] Improved Ragdoll Physics

Post by Psyrus »

'[R-DEV wrote:AfterDune;1803301']As I said, it's Furrealz work and he decided to share it with PR. Don't know if BloodyDeed or anyone made some modifications to it, but as far as I know, Furrealz can still hand out his work to whoever he pleases.
Thanks for the info, it makes it much clearer. :)
sebinam
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Re: [Code] Improved Ragdoll Physics

Post by sebinam »

here is link download please
rushn
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Re: [Code] Improved Ragdoll Physics

Post by rushn »

sebinam wrote:here is link download please
if you meant where it will come out with the new version
-=anders=-
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Re: [Code] Improved Ragdoll Physics

Post by -=anders=- »

[R-COM]rushn wrote:if you meant where it will come out with the new version
I think he wants to dl it and is asking for the link.
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sebinam
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Re: [Code] Improved Ragdoll Physics

Post by sebinam »

This ragdoll come out nev version yes ? thanks ... Which will come out a new version? sorry for my bad english
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