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 A question about NPC's bodies. 
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Joined: Wed Oct 12, 2011 7:30 am
Posts: 2
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Post A question about NPC's bodies.
Hi there. First of all, please forgive me if this is the wrong place to ask. Anyway, I'd like to know if there's a way for bodies to stay ragdolled, rather than sort of blending in with the environment. That's basically it. I'm sorry if this is the wrong place to ask such a short question.


Last edited by Dickfacemcgee on Thu Feb 02, 2012 1:47 am, edited 1 time in total.



Wed Feb 01, 2012 9:14 pm
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Joined: Tue Aug 21, 2007 2:55 pm
Posts: 948
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Post Re: A question.
Due to the low MO limit of the engine that'd unfortunately result in exploding limbs and/or other movable objects burrowing through the ground at high speeds (and exploding). Probably lag as well unless you're running the latest quantum computing technology.

Also protip: next time try to use a more descriptive title, it helps attract the attention of people who are actually qualified to answer this (not me)


Wed Feb 01, 2012 10:33 pm
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Joined: Wed Oct 12, 2011 7:30 am
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Post Re: A question about NPC's bodies.
Perhaps I should be more specific in saying I don't necessarily want the bodies to be there permanently. I just find it a bit annoying how when the bodies fall onto the ground they blend in with the environment within a few seconds; of course, this is good optimization. I just wanted to know if I could do said thing with actors and try it out.


Thu Feb 02, 2012 1:49 am
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Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
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Post Re: A question about NPC's bodies.
It can be done with lua, but as Kallemort detailed said, keeping the ragdolls lolly-gaging
around would make it terribly laggy because the engine of this game is not meant for
keep monitoring that much actors at same time, due limits of MO.

A good example of that is the scene "dark space" which is basically a flat horizon with
low gravity, many enemies corpses end up flying around and each one more you kill the
game runs slower and slower, after 9 or 10 doing barrel-rolls, its a nightmare to play, (0,5 FPS).


Thu Feb 02, 2012 3:23 am
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