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Author Topic: Problems with animations and ragdolls  (Read 3768 times)

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Shotgunguy

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Problems with animations and ragdolls
« on: July 24, 2010, 01:11:06 AM »

I've been working on my own HD project and I've run into a problem with the Gargantua run and walk animations.
I've added the "LX" lines in to the qc but it still refuses to work.
The garg just moves forward in modelviewer and then back to it's start when the anim ends.

Another problem is with ragdolls dissapearing when the player view moves past their illumposition or pelvic area.
I've also encountered an issue with ragdolls not being able to be nailed to the wall with the crossbow.

Would anyone know how to fix these issues?
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waqwarrior

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Re: Problems with animations and ragdolls
« Reply #1 on: July 24, 2010, 05:12:30 PM »

I thought the crossbow didn't stick enemies to walls in vanilla HL:S either.
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Shotgunguy

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Re: Problems with animations and ragdolls
« Reply #2 on: July 24, 2010, 07:08:57 PM »

I thought the crossbow didn't stick enemies to walls in vanilla HL:S either.

It does.
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waqwarrior

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Re: Problems with animations and ragdolls
« Reply #3 on: July 24, 2010, 09:51:47 PM »

Oh...that doesn't make sense with Black Mesa mostly being concrete ::)

The disappearing ragdolls is in HL2 and co. as well, I noticed that today, so I believe it is normal...possibly, depending on some configurations in video, dunno.
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DiamonD

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KylerAdams

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Re: Problems with animations and ragdolls
« Reply #5 on: July 26, 2010, 01:51:24 AM »

Oh...that doesn't make sense with Black Mesa mostly being concrete ::)

HL2 xbow bolts are superheated steel rebars. HL1 xbow bolts are actual bolts with neurotoxin treated heads.

Neither of them make much sense to stick in walls, tbh, since HL2's xbow wouldn't work IRL* and HL1's bolts aren't that big.

So, both should.

Why?

Cinematic value/comic relief.

What's more satisfying than killing an enemy? Killing them in a way you know they aren't moving anymore. Nailing them to a wall is satisfying.

( the wires aren't tight/strong/enough to send it flying fast enough to not only penetrate an armored soldier, but to stick him to a wall, and the battery isn't powerful enough to superheat rebars. )
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Cryptosis

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Re: Problems with animations and ragdolls
« Reply #6 on: July 26, 2010, 11:49:23 AM »

HL2 xbow bolts are superheated steel rebars. HL1 xbow bolts are actual bolts with neurotoxin treated heads.

Neither of them make much sense to stick in walls, tbh, since HL2's xbow wouldn't work IRL* and HL1's bolts aren't that big.

So, both should.

Why?

Cinematic value/comic relief.

What's more satisfying than killing an enemy? Killing them in a way you know they aren't moving anymore. Nailing them to a wall is satisfying.

( the wires aren't tight/strong/enough to send it flying fast enough to not only penetrate an armored soldier, but to stick him to a wall, and the battery isn't powerful enough to superheat rebars. )

Correct. However, assuming one or both of the crossbows were developed, or atleast modified by them, I'm sure the boffins at Black Mesa have found a way around those problems, and it gives Gordon a good advantage in those "Vs" arguments, no matter how annoying they may be.
« Last Edit: July 26, 2010, 11:52:03 AM by Cryptosis »
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waqwarrior

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Re: Problems with animations and ragdolls
« Reply #7 on: July 26, 2010, 09:30:56 PM »

The "exploding bolt" scenario would be interesting in single player.
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Shotgunguy

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Re: Problems with animations and ragdolls
« Reply #8 on: August 01, 2010, 08:10:10 PM »

Bump...
Does anyone know how to fix the Gargantua anims.
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