dead body with collision

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mr_penguin





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dead body with collision

Post by mr_penguin »

does anyone know how to give a dead body full collision.
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Zone 117




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Post by Zone 117 »

You could find some sort of bloc that resembles the same basic shape as a dead body, then use Xzodia's new tool to scale it to the size of the body, then change the model to a dead bipd.
It would be weird, and wouldn't have all the same properties of a dead body, but heh, it's probably the only thing you can do.
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mr_penguin





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Post by mr_penguin »

I want your body to stay solid even after you die so when a vehi hits your body it go's "thump"
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koekoek





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Post by koekoek »

I hate to fuck up the atmosfere but that's almost impossible.
You would to make your own phmo for the dead body wich ain't that simple.
I'll investigate it though.
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Post by ScottyGEE »

I don't think it can be done. Colission seems to go out the window when ragdoll goes on....
Perhaps the material type determines what goes through and what does not?
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Post by koekoek »

I've just looked at a mod of someone i know and he had corpses and i tried to give the collision and it worked.

One small problem when you hit them they explode.
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Post by ScottyGEE »

Sounds like Bio3...He used the same method as I did in Bio2...But I could never get vehicles to hit them :?

I wanna see this...Gotta capture card?
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Post by koekoek »

Yeah but he wont work properly i'll try to give you some pics.
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Post by CaptainPoopface »

When you add attachments to a biped (such as a flaming skull), do they have collision? I'm thinking you could attach an invisible barrel or warthog bumper on the master chief's back. It wouldn't appreciably affect gameplay, and you wouldn't have to position it precisely.
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Post by turk645 »

attachments only bring thier coll, not phmo. The marine and grunt phmo has proper dead body collision, :P its going to be my next ragdoll mod, so i know its possable. So my guess is that there are bitmasks somewhere that tell it what can and cant effect it. Im also basing this on selective "pull" phmo's that ive been trying to figure out.
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