Andy
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- Jun 6, 2003
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This is what I got so far:
Im looking to do the whole slowmotion at the end of HL2 idea.
there are two ways of doing slomo - "host_timescale" and "phys_timescale "
I abandoned the use of "host_timescale #" becasue it will slow everything down - even voice and sequences that I want to play over/in a slow motion scene in real time.
SO I had to use "phys_timescale #" instead.
BUT I still wanted a npc caught up in an explosion and then frozen in mid air.
Unfortunately, source deosn't treat dead npc's as physical objects, so they will quiet happily travel at normal speeds when thrown by an explosion no matter what the physics timescale is.
The only way I could think of getting over this was, a split second before the explosion, kill the npc and spawn a ragdoll in the same place (probably glossing over the actuall moment of transition with a little white fade out)
HOWEVER when you put an npc and ragdoll next to each other in an explosion the npc will die and fly miles and the ragdoll will just fall over.
The only thing that will make ragdolls fly up into the air in a cool way is if you reduce the gravity which sucks because the player will beable to jump really far and dmbstuff.
SO is there a way (entity or console command) to reduce the mass of a ragdoll, or get source to simulate dead npc's as physical objects or otherwise achieve what i'm trying to do?
Incidently, heres the basic example map using host_timescale 8 times to get a "grinding to a halt" effect.
As I said I have now abandoned this in favour of a phys_timescale effect I am working on, but you might find it interesting.
Also it still looks v. cool
Change txt to vmf
Im looking to do the whole slowmotion at the end of HL2 idea.
there are two ways of doing slomo - "host_timescale" and "phys_timescale "
I abandoned the use of "host_timescale #" becasue it will slow everything down - even voice and sequences that I want to play over/in a slow motion scene in real time.
SO I had to use "phys_timescale #" instead.
BUT I still wanted a npc caught up in an explosion and then frozen in mid air.
Unfortunately, source deosn't treat dead npc's as physical objects, so they will quiet happily travel at normal speeds when thrown by an explosion no matter what the physics timescale is.
The only way I could think of getting over this was, a split second before the explosion, kill the npc and spawn a ragdoll in the same place (probably glossing over the actuall moment of transition with a little white fade out)
HOWEVER when you put an npc and ragdoll next to each other in an explosion the npc will die and fly miles and the ragdoll will just fall over.
The only thing that will make ragdolls fly up into the air in a cool way is if you reduce the gravity which sucks because the player will beable to jump really far and dmbstuff.
SO is there a way (entity or console command) to reduce the mass of a ragdoll, or get source to simulate dead npc's as physical objects or otherwise achieve what i'm trying to do?
Incidently, heres the basic example map using host_timescale 8 times to get a "grinding to a halt" effect.
As I said I have now abandoned this in favour of a phys_timescale effect I am working on, but you might find it interesting.
Also it still looks v. cool
Change txt to vmf