Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. GetModel - [C]:-1
2. unknown - lua/physics/ragdoll_master.lua:166
[ReAgdoll] lua/responses/output_manager.lua:166: attempt to index a nil value
1. IsRagdollFlying - lua/responses/output_manager.lua:166
2. SoundReaction - lua/responses/output_manager.lua:230
3. Activate - lua/responses/output_manager.lua:340
4. RD_onDeath - lua/autorun/server/reaction_selector.lua:493
5. v - lua/autorun/server/reaction_selector.lua:260
6. unknown - lua/includes/modules/hook.lua:102
7. TakeDamageInfo - [C]:-1
8. MFHit - lua/autorun/sh_mightyfootengaged.lua:869
9. unknown - lua/autorun/sh_mightyfootengaged.lua:1135
Reagdoll uses the halflife's (or source engine's i guess) system of damage, so it is expecifically looking for damage marked as DMGTYPE FIRE in the code to dictate the reaction
That also led to issues with Vfire since it uses a different DMGTYPE (this has been fixed already a long time ago, or so i hope xd)
https://www.youtube.com/watch?v=XSTH4SMqojI