STiFU on 30/10/2005 at 18:51
Thanks ascottk. I will do so.
STiFU on 30/10/2005 at 23:17
His method has ragdolls disabled which is not so good for me because the player will stand next to the corpse and that will look kinda weird. I will habe to make a static mesh, but i need this damn 3ds 5.1 for that. Anyone knows how to get that? I didnt even find it at ebay. Mind you im from german and im still going to school, so i dont have much money. :)
massimilianogoi on 20/6/2009 at 17:39
Something was ehnanced hahhahaahah :joke:
Inline Image:
http://i43.tinypic.com/14yaavt.jpg---------------------------------
update
I've turned the health_state of the guard to Dead:
Inline Image:
http://i40.tinypic.com/2igogzl.jpgIt's like he keep the original editor position.... Plus, when he's alive, I can pass through him..
I really can't manage to understand how to fix this...
Beleg Cúthalion on 20/6/2009 at 20:27
Any attatched meshes lose physics, otherwise there would be strange things happening due to collision hulls etc.. I believe you cannot change it with a property.
massimilianogoi on 20/6/2009 at 20:44
Damnit!
This is a very bad notice indeed!! Are you sure?
Beleg Cúthalion on 21/6/2009 at 07:09
No. I did some experiments with Dark-Messiah-like crates on chains (and falling statues by the way) and was never able to script-detect if the attatched crate or barrel was hit by an arrow – only the swinging chain.
In your case... I don't know if it helps to make the guard "perform" the animation used for when Garrett carries him. But that should happen before the link is created and right now I'm not sure if you can create attatchment links with scripts. You can delete them (and add the guard to physics, so that Gamall drops him and he falls down) but I haven't tried it vice-versa yet.
massimilianogoi on 21/6/2009 at 15:09
Hmmm... I guess it's a matter of Ragdoll.. I don't know if this is of the same category as physic, since I know they used for ragdoll some external program...
Maybe changing some Ragdoll settings... But get to know where they are... :confused: