![]() ![]() This was exacerbated by the fact that the client-side ragdoll physics simulation didn't work well with the fact that the vehicle was being moved on the server, rather than simulating on the client like the ragdoll was. Things would happen like a ragdoll dangling under a scrap heli because it had fallen out but the "corpse" hadn't. If a ragdoll was on a moving vehicle, things were especially bad, to the point that we couldn't enable ragdoll collision with vehicles at all.If movement was sudden, rather than just ending up in the wrong place, the ragdoll would sometimes stretch out unnaturally. The client-side ragdoll joints really did not like working with the pelvis position data that was coming from the server.The result would be a mismatched position between corpse and ragdoll, sometimes putting the interaction in a strange place. Since the collision setup was quite different between (server-side) corpse and (client-side) ragdoll - only the pelvis area matched - this was relatively common. ![]()
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