zooloo75 834 Posted April 22, 2013 I know I speak for a lot of scripters when I say that a setVelocityModelSpace and ragdoll command would be a tremendous amount of help! There is velocityModelSpace (object), and a setVelocityModelSpace should compliment it. It saves coding time by not having to calculate the vectors, and provides a broader usage for those who are less experienced with trigonometry. setVelocityModelSpace's usage is self-explanatory; It sets the velocity of an object relative to the model instead of the world. This will allow easy setting of vectors without having to convert from world to model and vice-versa. Example of usage player setVelocityModelSpace [0,5,0]; //This will make the player move forward while freezing his X and Z velocities. car setVelocityModelSpace [((velocityModelSpace car) select 0) - 8,((velocityModelSpace car) select 1) + 3,((velocityModelSpace car) select 2)]; //This will cause the object "car" to slide left while having a small boost forward. A "ragdoll" command is something I was hoping to see included when I first heard that ArmA3 was said to have PhysX. I am disappointed to find that the command is still non-existant. This command's function is to cause a unit to ragdoll (fall down, etc). This can be used in many simulations such as a unit becoming dehydrated/fatigued, soon becoming unconscious; the ragdoll command would then be used to visualize this - causing the unit to fall to the ground. Another usage would be to allow units to fall down when shot via eventHandler; instead of only ragdolling if killed, it can visualize that a bullet has hit a unit, making the shooter have to confirm if the bullet was fatal, or if it simply caught him off-guard and caused the unit to get knocked off their feet. Example of usage player ragdoll true; //will ragdoll the player. Ragdoll uses a boolean to allow the effect to last as long as the scripter desires. sleep 2; //waits 2 seconds player ragdoll false; //will exit the ragdoll mode for the player, setting them back to an appropriate animation (prone,crouch, etc) I hope the developers at BIS reads and seriously considers implementing the two commands above. Share this post Link to post Share on other sites
zooloo75 834 Posted April 23, 2013 Does anyone have something to say about these commands? Share this post Link to post Share on other sites
WalrusNZ 10 Posted July 16, 2013 +1 to this. I'd love to see the ragdoll command implemented for sure, it would allow us to make some wicked scripts but to also just mess around. Share this post Link to post Share on other sites
mantls 2 Posted July 16, 2013 I can only upvote this! especially the ragDoll command is something i would have expected to be in by now! Did you already open a ticket? Share this post Link to post Share on other sites
f2k sel 164 Posted July 16, 2013 setVelocityModelSpace Has this been requested in the feedback tracker, I see better ragdoll requests. I'm also rather disappointed that this command or one like it hasn't been included. I really hate the way objects always do a flat fall when dropped. Share this post Link to post Share on other sites
MadocComadrin 12 Posted July 16, 2013 I wouldn't mind seeing both. Likewise, I'd love to see an addWhatever command for all vector and position based commands--even if it's just syntactical sugar, so that something like this: car setVelocityModelSpace [((velocityModelSpace car) select 0) - 8,((velocityModelSpace car) select 1) + 3,((velocityModelSpace car) select 2)]; could be shortened to this: car addVelocityModelSpace [-8,3,0]; Share this post Link to post Share on other sites
zooloo75 834 Posted August 16, 2013 Still disappointed to see that there's no ragdoll command :\ Share this post Link to post Share on other sites
tpw 2315 Posted August 16, 2013 Still disappointed to see that there's no ragdoll command :\ Me too. I had to jump through hoops to implement a ragdoll effect for units hit by bullets in TPW FALL. I read somewhere that the problem is not so much the transition to ragdoll, but the transition back out of it. Share this post Link to post Share on other sites
zooloo75 834 Posted August 16, 2013 Me too. I had to jump through hoops to implement a ragdoll effect for units hit by bullets in TPW FALL. I read somewhere that the problem is not so much the transition to ragdoll, but the transition back out of it. A simple transition would be to just put the player into the prone stand after the ragdoll animation. Share this post Link to post Share on other sites
tpw 2315 Posted August 16, 2013 A simple transition would be to just put the player into the prone stand after the ragdoll animation. That's what I do. Since you can't force a unit to ragdoll without killing it I have to hide the shot unit, replace it with an identical unit, setdamage 1 that replacement to kill it, determine the rough direction the ragdoll is once on the ground, set the hidden unit prone in the same direction, remove the dead ragdoll and unhide the original shot unit. Phew! Would be so much simpler to just have a ragdoll command! The problem is that if the ragdolled unit collapses to the ground with arms and legs akimbo, there is no way (that I know of) to set the live unit with a matching stance. So there is always going to be a bit of a disconnect when transitioning back. Share this post Link to post Share on other sites
mantls 2 Posted August 16, 2013 which is basically what happens when you get hit by a car etc... So could we please just get this? i doubt it'd be too big of a problem... Share this post Link to post Share on other sites
Larrow 2819 Posted August 16, 2013 A simple transition would be to just put the player into the prone stand after the ragdoll animation.I presume you mean just pop the unit back in a prone stance? No transitions are easy from a ragdoll to a predefined animation pose.Popping something back looks weird and i presume this will fall under BIS's 'If we cant do it properly its not gonna happen'. I agree though, even if it does look slightly unwieldy that a ragdoll command would be nice. Share this post Link to post Share on other sites
zooloo75 834 Posted August 16, 2013 I presume you mean just pop the unit back in a prone stance? No transitions are easy from a ragdoll to a predefined animation pose.Popping something back looks weird and i presume this will fall under BIS's 'If we cant do it properly its not gonna happen'. I agree though, even if it does look slightly unwieldy that a ragdoll command would be nice. It already does that anyways after a unit ragdolls... Share this post Link to post Share on other sites
Larrow 2819 Posted August 16, 2013 It already does that anyways after a unit ragdolls...I know.We were talking about how to handle things after a ragdoll command (if such a thing existed) and i wanted to verify your comment of whether you meant 'transition' to prone stance or just pop to prone like it does normally when its handled via the engine. As tpw has shown above transitioning from an unknown set of bone positions is not an easy task even if you have a decent animation engine that gives you access to bone positions/rotations and blends. Share this post Link to post Share on other sites
giallustio 770 Posted August 16, 2013 We need a ragdoll command. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted September 12, 2013 Is there a ragdoll request on the feedback tracker? If not, we should create one to upvote. Share this post Link to post Share on other sites
krazikilla 5 Posted November 12, 2013 Any news about this? As there is no more "falling Down" Animation in the animationlist, we could use a "player ragdollactive true" command to create a tazer script or something. Share this post Link to post Share on other sites
Kunsa 10 Posted November 13, 2013 even if we didn't get a ragdoll command (which would be difficult to transition out of), putting a fall down animation or a death animation back in, would be simple as they would have them on backup somewhere. thats where my vote would go. Share this post Link to post Share on other sites