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Old 06-21-2012, 07:10 PM   #121
Psyko
Default Re: [Code] Improved Ragdoll Physics

Forrealz Do you think you could look into making grenades roll?


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Thanks for all the hard work PR team!
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Old 06-22-2012, 03:58 PM   #122
Antol

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Default Re: [Code] Improved Ragdoll Physics

Quote:
Originally Posted by Psyko View Post
Forrealz Do you think you could look into making grenades roll?
Like here?


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Old 06-22-2012, 05:32 PM   #123
Spush
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Default Re: [Code] Improved Ragdoll Physics

I think he means bounce, move, roll on the ground, like have physics.
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Old 06-23-2012, 07:13 AM   #124
KiloJules

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Default Re: [Code] Improved Ragdoll Physics

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.
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Old 07-21-2012, 04:37 AM   #125
Alek-say

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Default Re: [Code] Improved Ragdoll Physics

And is this improved physics system going to be in PR?


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Old 07-21-2012, 09:12 AM   #126
[R-DEV]-=anders=-
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Default Re: [Code] Improved Ragdoll Physics

Quote:
Originally Posted by KiloJules View Post
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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Old 07-25-2012, 01:59 PM   #127
Furrealz_22
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Default Re: [Code] Improved Ragdoll Physics

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.

Ragdoll Enhancement Project

Part 1:

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Part 2:

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Old 07-26-2012, 12:30 AM   #128
Alek-say

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Default Re: [Code] Improved Ragdoll Physics

Quote:
Originally Posted by Furrealz_22 View Post
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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Old 08-10-2012, 07:44 PM   #129
ERYL
Default Re: [Code] Improved Ragdoll Physics

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.
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Last edited by ERYL; 08-13-2012 at 02:51 PM..
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Old 08-13-2012, 02:50 PM   #130
ERYL
Default Re: [Code] Improved Ragdoll Physics

how I can download this?
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