0Y0 788 Posted February 15, 2021 I don't know where to write, if I made a mistake in the section, I'm sorry. I have a question. Why does ragdoll work so badly in multiplayer? Why not do the calculation of the ragdoll entirely on the client, and after its completion, do the general positioning of the unit through the server? It would look normal, not like it does now. For example: Ragdoll works on the client for 10 seconds for example. Then the ragdoll stops. After that, a general command is sent from the server to smoothly move the body without counting the ragdoll to the same position on all clients. And it would also be very nice to change the angle parameter between the pelvis and the upper legs. Now there is the general angle parameter. To bend back and forth. So, need to add the minimum and maximum angle. How is it done in the knee joint. After that, the units will not bend back excessively. I'm talking about these parameters: class Pelvis_LeftUpLeg_PX3 : RagDollD6Joint_PX3 { swingLimitZ = 105; }; class Pelvis_RightUpLeg_PX3 : RagDollD6Joint_PX3 { swingLimitZ = 105; }; And need to do something like this: class Pelvis_LeftUpLeg_PX3 : RagDollD6Joint_PX3 { swingLimitZLower = 5; swingLimitZUpper = 105; }; class Pelvis_RightUpLeg_PX3 : RagDollD6Joint_PX3 { swingLimitZLower = 5; swingLimitZUpper = 105; }; I think it's technically easy enough to implement. It's just need to correctly inform the developers about it. I don't know how to ask this question to the developers. If anyone can help with this, I will be very grateful. 2 Share this post Link to post Share on other sites