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Solus
Sep 19 2009, 22:36
Here's an addon I was working on:

Version 2: http://www.filefront.com/14569283/SLX_RagDoll.pbo

Armaholic mirror:
- Ragdoll (http://www.armaholic.com/page.php?id=7501)

ArmedAssault.info mirror: http://www.armedassault.info/index.php?game=1&cat=addons&id=1070

It makes bodies attach to a physics object and fall down if they are above the ground, and then removes the object when they come to a stop. This is to reduce situations where people are sticking out over the sides of ledges. It's not actually "ragdoll" physics, just a rigid body physics simulation. There didn't seem to be any serious bugs when testing it, and it should work independently of other SLX addons. It may need an update for MP which will come soon after someone can test it out in MP.

Fincuan
Sep 19 2009, 22:55
Wow, that sounds interesting.

First bugreport:
No other SLX-addons installed, and on entering the main menu this pops up:
Cannot load texture slx_wounds\data\ambulance_move.paa

Binkowski
Sep 19 2009, 23:10
Sounds interesting, I'll give it a test.

froggyluv
Sep 19 2009, 23:17
It's pretty cool. There's a weird grey texture the encompasses the falling soldier, kinda looks like a weight to take him down. Works better on some structures than others, but on the radio tower, the soldier would drop, then reset his position higher in the air to drop again.

Very promising though.:)

Any chance you could fix the vanilla 'getting injured from relatively small drop" bug?

Muahaha
Sep 20 2009, 14:30
Awesome! must try this.

SemperFi01
Sep 20 2009, 15:57
Very nice. I love killing a soldier on top of the radio tower then seeing him fall onto the sloped glass and slide down to the ledge below. Would it be possible to do this for steep slopes? I find it hard to believe a body would "clamp" to a 45 degree angle. Good job, Solus!

mcbane
Sep 20 2009, 16:11
Wow, haven't tried it out yet, but going to. Ragdoll is one of the few little touches that would make ARMA2 feel so much more modern.

Nickos
Sep 20 2009, 16:45
It's a nice thing, but i won't use it right now because when a body goes into "ragdoll" there's a huge gra\ey thing connected with it

Tophe
Sep 20 2009, 17:04
Any youtube clip of it?

JonPL
Sep 20 2009, 18:19
yay You made me register.


Addon idea is great
Addon itself has 2 little, already mentioned problems:

1)
Cannot load texture slx_wounds\data\ambulance_move.paa
2) Grey "thingy" inside soldier (that thing that makes bodies drop and stuff)

Remove error and make grey thingy invisible and it's gonna rock the world.

(I think I can make my group test it in MP)

Solus
Sep 20 2009, 18:29
I fixed the grey blob and any references to other addons. It should work in MP and would be needed by both clients and server.

http://www.filefront.com/14569283/SLX_RagDoll.pbo

Nickos
Sep 20 2009, 18:31
Thank You, The Great Solus!

zGuba
Sep 20 2009, 20:58
It's raining men :)

Awesome job!

Pauliesss
Sep 20 2009, 21:06
Thank you, will test this asap. :cool:

Pellejones
Sep 20 2009, 23:35
It's not working for me... no ragdoll effect. And it needs extented eventhandlers btw.

froggyluv
Sep 20 2009, 23:45
Works fine here. I haven't tried it as standalone and am using it with SLX and CBA.

RoME
Sep 21 2009, 01:30
any vids guys please?

froggyluv
Sep 21 2009, 03:03
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/fF1yf2hNYtY&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/fF1yf2hNYtY&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

andersson
Sep 21 2009, 03:32
Cool, this is a keeper.

Commando84
Sep 21 2009, 06:09
my initial reaction when testing this with some ground fighting with some infantery squads was that I didn't notice the difference, until I played around with grenades and stuff :D
Then it was more noticeable that grenades could bounce away like a ball thrown against a pavement :)
thx for the update btw!

Old Bear
Sep 21 2009, 06:22
New on front page at Armed Assault.info (http://www.armedassault.info/)

Link to mirror : SLX RagDoll (v 2) (http://www.armedassault.info/index.php?game=1&cat=addons&id=1070)

Alex72
Sep 21 2009, 06:44
Then it was more noticeable that grenades could bounce away like a ball thrown against a pavement.

Umm no mate. That is just ARMA2. Ticket made for bouncing grenades on pavement @<hidden> DevHeaven. :)

Or maybe they bounce even more with this addon?

Alex

EricM
Sep 21 2009, 11:01
Does this work in MP ? I think synchronising was the issue with ragdoll physics....

Shadow NX
Sep 21 2009, 12:46
As usual SOLUS surprises us with a real innovation, thanks once again for your work

RoME
Sep 21 2009, 12:58
Ii is not really Ragdoll, but a smart workaraound actually.

andersson
Sep 21 2009, 13:46
Had a look in my rpt after a message about missing addon. I was testing a MPmission locally on my comp, no other players.


Addon slx_ragdoll (entry SLX_RagDollBody) not found in the list of active addons.
Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
slx_ragdoll
Addon slx_ragdoll (entry SLX_GroundVector) not found in the list of active addons.
Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
slx_ragdoll

rundll.exe
Sep 21 2009, 16:39
Just a longshot: Wouldnt playing a random death anim while falling make it more lifelike (or deathlike...)?

Alex72
Sep 21 2009, 18:06
Just a longshot: Wouldnt playing a random death anim while falling make it more lifelike (or deathlike...)?

Unless its the backwards one when falling forward. :D But i agree it could look better maybe.

Tested this with having snipers in towers and it was cool to see them fall down. It isnt too hollywood i think when units stand close to edges. You should fall in real life also when killed instantly standing at an edge. Unless the power from the round threw you back onto the roof.

Cant simulate every little thing can we. :) However good work on this. Its things like this that pushes us forward towards better and better addons. Im sure this will have impact and be refined even more.

Alex

Tankbuster
Sep 21 2009, 19:27
Ii is not really Ragdoll, but a smart workaraound actually.

It's not ragdoll at all. Ragdoll is when the player character's limbs are free to move within the constraints of it's joints. This shows rigid characters.

dunedain
Sep 22 2009, 06:53
Yep, nice trick, funny situations in perspective. :D

But calling this nice addon Ragdoll hmm ..

DiFool
Sep 22 2009, 07:44
Great idea! I just love that addon!

mcbane
Oct 8 2009, 18:19
Just watching an artillery strike on the forest, got me thinking...

How exactly are tree "deaths" handled? They seem to have preset ways of falling, but is there any way to apply a similar physics/ragdoll effect on them once they are destroyed/knocked over?

Tankbuster
Oct 8 2009, 18:31
This has nothing to do with ragdoll. Stop calling it that!

mcbane
Oct 8 2009, 19:19
Okay, whatever, a "physics" model. The OP was able to apply a basic physics system to a "static" object. I was wondering if the same could be done to other objects in the Arma2 world.

JuggernautOfWar
Oct 8 2009, 20:58
Okay so what the heck is this addon anyway? I can see characters drop to the ground on default.

Tankbuster
Oct 8 2009, 22:31
Okay, whatever, a "physics" model. The OP was able to apply a basic physics system to a "static" object. I was wondering if the same could be done to other objects in the Arma2 world.
That is indeed what the author has done and it's worthy, it makes dead objects slide on sloping surfaces. It would be nice to see it happen to other objects too.

As you know, in the game dead character actors actually become stiff after they've finished their death anim. It's like super quick riga mortis. Removing this and making them limp instead of rigid *would* be much closer to ragdoll and would really improve immersion. Many, on reading the thread title, thought this is what he'd bought to the game and might be disappointed he hasn't actually done that.

Chunk3ym4n
Oct 9 2009, 01:25
Is it possible to have ballsocket joints inside Arma 2 with physical objects? Not trying to sound wacky but could it be possible to make a "skeleton" that is around the size of the soldier and when you would shoot the soldier and kill him the "skeleton" would come in and the model bone positions would be parented to the joints?

mcbane
Oct 9 2009, 05:37
That is indeed what the author has done and it's worthy, it makes dead objects slide on sloping surfaces. It would be nice to see it happen to other objects too.

As you know, in the game dead character actors actually become stiff after they've finished their death anim. It's like super quick riga mortis. Removing this and making them limp instead of rigid *would* be much closer to ragdoll and would really improve immersion. Many, on reading the thread title, thought this is what he'd bought to the game and might be disappointed he hasn't actually done that.

Thank you, exactly what I wanted to hear! Now I wish I had some modding talent...this feature alone would GREATLY improve immersion.

Tankbuster
Oct 9 2009, 12:51
And there would be no performance hit. I just worry that it is hard coded into the engine and won't be able to be modded out.

MadRussian
Oct 10 2009, 04:44
Is it possible to have ballsocket joints inside Arma 2 with physical objects? Not trying to sound wacky but could it be possible to make a "skeleton" that is around the size of the soldier and when you would shoot the soldier and kill him the "skeleton" would come in and the model bone positions would be parented to the joints?

I was thinking about that too. Somehow I think we would have to code oour own physics for the "joints" and then let the game's physics system do the rest. :eek:

VictorFarbau
Oct 10 2009, 21:46
and then let the game's physics system do the rest. :eek:

Key problem to my understanding is still how to sync all that seemingly random movement in multiplayer mode. Sliding objects hitting other objects along the way which also start moving.... the end state would probably look different on each machine.

VictorFarbau

DMarkwick
Oct 11 2009, 00:06
Key problem to my understanding is still how to sync all that seemingly random movement in multiplayer mode. Sliding objects hitting other objects along the way which also start moving.... the end state would probably look different on each machine.

VictorFarbau

Just sync on the torso only. I doubt there'd be much benefit in syncing everything :)

VictorFarbau
Oct 12 2009, 11:55
Just sync on the torso only. I doubt there'd be much benefit in syncing everything :)

Syncing continuous object movement from server to clients would result in the same jumping objects that we see today whenever a vehicle is object on a foreign machine.
I could imagine this: the server would have to predict a path the object/torso would follow - then leave the rest to the local machine. The position of arms and legs in final state on each machine is not really critical anyway.
But the movement has to be local - nothing would look worse than a badly sync'ed ragdoll jumping up/down/left/right during its fall.

Cheers,
VictorFarbau

froggyluv
Oct 13 2009, 21:11
Would be a welcome addition for us Sp'ers though! (Damn lousy internet :mad: )

stilpu
Oct 14 2009, 14:43
Key problem to my understanding is still how to sync all that seemingly random movement in multiplayer mode. Sliding objects hitting other objects along the way which also start moving.... the end state would probably look different on each machine.

Just wondering, aren't grenade animations sync'd? The bouncing seems to be physics based as well.

Landselite
Oct 27 2009, 16:37
Awesome, had no idea modding could be taken to this extent! Good job, will def give this a shot.

NeMeSiS
Oct 28 2009, 15:35
Just wondering, aren't grenade animations sync'd? The bouncing seems to be physics based as well.

In ArmA1 they used the same physics as bullets IIRC. The 'bounce' was basically a ricochet. :p