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Post by taosuan1 on Feb 9, 2010 6:07:51 GMT
How do i attach a ragdoll to a rope to a prop_physic then the prop_physic to a prop_ragdoll?
So in essence
Move_rope>prop_physic>Prop_ragdoll
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Post by Zeph on Feb 9, 2010 11:11:11 GMT
The rope has no "strength" in it, ie it will not hold an item to something, it merely 'fills in' the length. What you need is a Phys_LengthConstraint. Getting these to work is a bit tricky. The best way i have found to do it is: 1) Place your Prop_RagDoll in the world. 2) Place the Phys_LengthConstraint inside the Prop_RagDoll. 3) Open the Phys_LengthConstraint's properties, and make Entity1 the Prop_RagDoll. Keep Entity2 blank. 4) Drag the helper node (blue sphere in 3D, white circle in 2D) to where you wish to attach the object too (EG. ceiling). 5) Place a Keyframe_Rope in the same place as the helper node of the Phys_LengthConstraint. 6) Place a Move_Rope in the Prop_RagDoll, and parent it too the Prop_RagDoll. 7) attach the ropes together by selecting one of their 'keyframe next' options. This should have your effect.
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Post by therealguymins on May 3, 2010 1:26:26 GMT
VALVe uses a phys_ballsocket to hold up the ragdoll with a move_rope.
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Post by Zeph on May 3, 2010 10:53:16 GMT
The differences are:
Phys_BallSocket is rigid. It's like the object is dangling from a thin beam of wood, not a rope. If you shoot it from below, it'll just swing sideways.
Phys_LengthConstraint is more rope like, allowing the object to get closer to it's attachment point, but not further from. It can also be attach two objects together, rather than one to a fixed position. Either would work, one (LengthCons) is more complex than the other (BallSock).
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