Call to Arms

Call to Arms

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Venom Dec 18, 2017 @ 2:27am
Developers. Ragdoll pshyics please?
Can this be a thing? I doubt it would imrpove gameplay in 1st person and 3rd alot . Just by looking them falling in alot diffrent ways.
Last edited by Venom; Dec 18, 2017 @ 2:27am
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boid.mdl Dec 21, 2017 @ 7:07pm 
I've simulated ragdoll physics in custom animations -

https://youtu.be/HoZ6DdbuvAo


Ragdolls would be harder to sync for online play, and make things difficult for looting corpses.

Better and more death animations is a better solution.
Ragdoll physics on infantry could be rendered client-side only, and doesn't have to be synced with the server(s) nor the other player's system. This is how it's done in all multiplayer online games like Battlefield and Call of Duty, etc... Since it doesn't matter where a corpse lands, since you can't do anything to or with the corpse after they die, then it doesn't really make a difference in terms of gameplay mechanics if one player's infantry ragdolls 1 foot away from where the other player sees the infantry fall. I am all for ragdoll infantry physics, rigid-body mechanics simulation, and would realllyyyyy love to see soft-body mechanics physics simulation at some point (for fluids, water, oil, gasoline leaks etc...). But I'd be more than happy enough to see rigid-body and ragdoll physics in this awesome game! :)
Venom Dec 22, 2017 @ 12:39pm 
Originally posted by К Р О Т:
I've simulated ragdoll physics in custom animations -

https://youtu.be/HoZ6DdbuvAo


Ragdolls would be harder to sync for online play, and make things difficult for looting corpses.

Better and more death animations is a better solution.


I saw your video some time ago and thats why i was intrested in ragdoll
Venom Dec 22, 2017 @ 12:40pm 
Originally posted by Yopo:
Ragdoll physics on infantry could be rendered client-side only, and doesn't have to be synced with the server(s) nor the other player's system. This is how it's done in all multiplayer online games like Battlefield and Call of Duty, etc... Since it doesn't matter where a corpse lands, since you can't do anything to or with the corpse after they die, then it doesn't really make a difference in terms of gameplay mechanics if one player's infantry ragdolls 1 foot away from where the other player sees the infantry fall. I am all for ragdoll infantry physics, rigid-body mechanics simulation, and would realllyyyyy love to see soft-body mechanics physics simulation at some point (for fluids, water, oil, gasoline leaks etc...). But I'd be more than happy enough to see rigid-body and ragdoll physics in this awesome game! :)

Well if they look at your comment and do what you what you said about client side it would be cool to see it in game :)
Venom Dec 22, 2017 @ 12:41pm 
K O P T i hrad that you are from balkan? If im not mistaken.
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Date Posted: Dec 18, 2017 @ 2:27am
Posts: 5