mythlawlbear 10 Posted June 20, 2014 Works like a charm =] also for those that may have issues make sure to disable "TPW_Falls." Share this post Link to post Share on other sites
zooloo75 834 Posted June 20, 2014 Lordprimate said: line 3 of regdoll.sqf needs berfore it.private ["_unit","_dir","_pos","_unitPos","_force","_o"]; line 28 needs this before it. private ["_shooter","_pos","_projDir","_data","_unit"]; line 18 could be changed to this _o setVelocity [(sin(_dir + 180)) * 6, (cos(_dir + 180)) * 6, 0]; //Brace for impact! and _shooter is never actually used in the script. Use Squint. Although its an old program it works well at debugging and finding little errors that can cause unknown issues, when unchecked. Thanks, changes applied. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted June 20, 2014 1:40AM in Germany^^ This will be a long night^^. Thx man Share this post Link to post Share on other sites
zooloo75 834 Posted June 20, 2014 Regarding the responsiveness of ragdolling: I will continue efforts on improving the ragdoll effect. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted June 21, 2014 Is this needed for or did you already fixed that? Quote Originally Posted by Lordprimateline 3 of regdoll.sqf needs berfore it. private ["_unit","_dir","_pos","_unitPos","_force","_o"]; line 28 needs this before it. private ["_shooter","_pos","_projDir","_data","_unit"]; line 18 could be changed to this _o setVelocity [(sin(_dir + 180)) * 6, (cos(_dir + 180)) * 6, 0]; //Brace for impact! and _shooter is never actually used in the script. Use Squint. Although its an old program it works well at debugging and finding little errors that can cause unknown issues, when unchecked. Share this post Link to post Share on other sites
zooloo75 834 Posted June 21, 2014 LSD_Timewarp82 said: Is this needed for or did you already fixed that? The code suggestions have already been applied. They aren't necessary to have, just conventions. Share this post Link to post Share on other sites
sonsalt6 105 Posted June 21, 2014 New mod v1.0 available at withSIX. Download now by clicking: @ zooloo75 ; Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work. For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com. Share this post Link to post Share on other sites
sorophx 25 Posted June 21, 2014 (edited) false alarm... just needed to update CBA, somehow I missed the may, 25th update. seems to work now, and it looks awesome although, it sometimes doesn't fire off when shooting at CSAT soldiers, as mentioned by another poster above. also, sometimes they get propelled by the bullet impact and fly a good 2-3 meters before falling down, looks kind of ridiculos, though fun. Edited June 21, 2014 by sorophx Share this post Link to post Share on other sites
Fushko 59 Posted June 21, 2014 Does this mod add sounds when units hit the ground? It is a bit weird when a unit falls down, say, from a balcony without making a single noise. Share this post Link to post Share on other sites
Lachesis580 10 Posted June 21, 2014 I don't know if this was already mentioned. But after i saw the 2nd gif (Explosion) this needs a little adjustment. =D Because the delay is so big before the ragdoll activates AND the force should be little higher. But nice to see thanks for that. Share this post Link to post Share on other sites
Guest Posted June 21, 2014 Release frontpaged on the Armaholic homepage. Ragdoll'dCommunity Base addons A3 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
zooloo75 834 Posted June 21, 2014 Legion1337 said: I don't know if this was already mentioned.But after i saw the 2nd gif (Explosion) this needs a little adjustment. =D Because the delay is so big before the ragdoll activates AND the force should be little higher. But nice to see thanks for that. More reasons why we should get proper ragdoll scripting commands. These workarounds aren't perfect. Sent from my HTC One V using Tapatalk Share this post Link to post Share on other sites
sttosin 67 Posted June 21, 2014 Tried this and gotta say bravo zooloo75. You delivered! When civs/other models get shot in lower leg/feet I wonder if they could be forced to fall? It's odd for their foot to snap and just remains standing up. Share this post Link to post Share on other sites
sorophx 25 Posted June 21, 2014 so, am I the only one for whom it doesn't work 100% of the time? the ragdoll activates only 30% of the time, roughly. I'd like to try and figure out if it's something on my end Share this post Link to post Share on other sites
sttosin 67 Posted June 21, 2014 sorophx said: so, am I the only one for whom it doesn't work 100% of the time? the ragdoll activates only 30% of the time, roughly. I'd like to try and figure out if it's something on my end Are you using tpw fall? Share this post Link to post Share on other sites
sorophx 25 Posted June 21, 2014 no, only CBA 1.0.6.212 is enabled other than this mod. Share this post Link to post Share on other sites
zooloo75 834 Posted June 21, 2014 sorophx said: so, am I the only one for whom it doesn't work 100% of the time? the ragdoll activates only 30% of the time, roughly. I'd like to try and figure out if it's something on my end If you are playing on a CPU intensive mission, it may affect the performance of the script, causing a delay in the effect. I am still working on improving the method though, so hang in there :P Share this post Link to post Share on other sites
sorophx 25 Posted June 21, 2014 no, it's an absolutely empty Stratis mission with 20 AI to test and one playable unit. no scripts at all, not even a description.ext the funny thing is, while the title screen shows I have CBA 212, the Expansions menu shows it's 1403. maybe it's a conflict of some sort, I don't know Share this post Link to post Share on other sites
PTV-Jobo 820 Posted June 21, 2014 sorophx said: so, am I the only one for whom it doesn't work 100% of the time? the ragdoll activates only 30% of the time, roughly. I'd like to try and figure out if it's something on my end To be honest, I've noticed as well when running it only. They look like they are starting the ragdoll and stops mid-way and stands there. Then the only time the full ragdoll comes in is when they are dead. Running latest CBA and this. Share this post Link to post Share on other sites
zooloo75 834 Posted June 21, 2014 Are you on Stable or Dev build? Share this post Link to post Share on other sites
Drakenof 11 Posted June 21, 2014 Yokhanan said: To be honest, I've noticed as well when running it only. They look like they are starting the ragdoll and stops mid-way and stands there. Then the only time the full ragdoll comes in is when they are dead. Running latest CBA and this. Same issue here. Stable build. Share this post Link to post Share on other sites
zooloo75 834 Posted June 21, 2014 Working on a hotfix Share this post Link to post Share on other sites
zooloo75 834 Posted June 22, 2014 Update: Ragdoll responsiveness improved. Note: A message will appear upon mission start notifying about a missing texture. This is normal and is an intended side-effect. Share this post Link to post Share on other sites
Kerc Kasha 102 Posted June 22, 2014 I'm pretty sure _o setObjectTexture [0,""]; works if you just want to hide the object. Share this post Link to post Share on other sites