Hi,
I have projectiles (rockets) that cause damage and a radial phys push upon impact.
If an enemy takes enough damage, he’ll be killed and his ragdoll will activate.
The problem I’m having is that the ragdoll always just falls flat and doesn’t take the force from the explosion.
My GUESS is that it’s because:
Projectile cause damage → radial impulse → enemy checks damage → yup, I’m dead. → activate ragdoll → … (Phys push happened in a previous tick)
or something like that.
What’s the best way to set this kind of stuff up?
Thank you,
malosal
(malosal)
March 27, 2019, 3:39am
3
sorry nobody answered your question, it seems like the real obvious stuff is answered but when a real question like this is posed nobody wants to touch it…
Jammo82
(Jammo82)
July 16, 2019, 6:24pm
4
Why not just re-apply the force at the end? They’re already “dead” so doesn’t matter.
→ Projectile cause damage
→ radial impulse
→ enemy checks damage
→ yup, I’m dead.
→ activate ragdoll
→ radial impulse
I did something similar, with a 0 frame delay. it is a bit messy though
Hi.
If your still looking for a solution I have something similar to the explosive , force working here in this pack,