Category: Code
Reproducibility: Always
Summary: Once you set a pawn to go to ragdoll physics, but if you end it and go to walking, then re-enter ragdoll physics, it keeps the old ragdoll pose from before.
Description: I made a mod where player can go to ragdoll physics like being knocked out or feign death in UT3, this used to work all fine in pre-beta KF2 version, but now when you go to ragdoll physics the second time you just go back to previous physics location/pose.
If you need a simple sample mod of this I can make one.
Online/Offline: Both.
Video:
https://youtu.be/5Kg6nG9hyXw
EDIT:
Figured out if you use SetHasPhysicsAssetInstance false/true before you change physics mode, you reset the ragdoll, but still this shouldn't be neccessary:
Reproducibility: Always
Summary: Once you set a pawn to go to ragdoll physics, but if you end it and go to walking, then re-enter ragdoll physics, it keeps the old ragdoll pose from before.
Description: I made a mod where player can go to ragdoll physics like being knocked out or feign death in UT3, this used to work all fine in pre-beta KF2 version, but now when you go to ragdoll physics the second time you just go back to previous physics location/pose.
If you need a simple sample mod of this I can make one.
Online/Offline: Both.
Video:
https://youtu.be/5Kg6nG9hyXw
EDIT:
Figured out if you use SetHasPhysicsAssetInstance false/true before you change physics mode, you reset the ragdoll, but still this shouldn't be neccessary:
Code:
Mesh.SetHasPhysicsAssetInstance(false);
Mesh.SetHasPhysicsAssetInstance(true);
SetPhysics(PHYS_RigidBody);
Last edited: