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A question about NPC's bodies. http://45.55.195.193/viewtopic.php?f=1&t=29824 |
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Author: | Dickfacemcgee [ Wed Feb 01, 2012 9:14 pm ] |
Post subject: | 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. |
Author: | Kallemort [ Wed Feb 01, 2012 10:33 pm ] |
Post subject: | 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) |
Author: | Dickfacemcgee [ Thu Feb 02, 2012 1:49 am ] |
Post subject: | 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. |
Author: | Naxete [ Thu Feb 02, 2012 3:23 am ] |
Post subject: | 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). |
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