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Ragdoll Confusion
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There seems to be either a quirk or something that I'm not paying attention to, but on certain maps, the ragdolls seem to only fate away after the kill instead of disappearing immediately.
As far as I know this behavior takes into effect only on certain practice and training maps (and maybe other that I haven't tested, the pattern isn't what I thought previously: if the 0,0 axis is visible then fade away the model instead of removing immediately.

It doesn't really bother me but it is a little bit annoying when you can't get certain things to work the way they're "advertised."
If needed, I can add a gif/video of this behavior to help illustrate my point.

Besides that, this is the code I've been using to hide the ragdolls, it is mostly the same as mastercomms' "ragdoll_off" command but with a few minor edits to attempt to make it work (since for some reason my config doesn't do that already).

// > Disable ragdolls
cl_ragdoll_collide            0 // Disable ragdoll collisions
cl_ragdoll_fade_time         -3 // Remove ragdoll fade out delay
cl_ragdoll_forcefade          1 // Effectively disables ragdolls by instantly fading them
cl_ragdoll_physics_enable     0 // Disable ragdoll physics, where most of the performance from ragdolls comes from
g_ragdoll_fadespeed       10000 // The rate of ragdoll fading
                                //  (higher is faster fading rate, so 0 will not fade and cause memleaks)
g_ragdoll_lvfadespeed     10000 // ^ but in low violence
g_ragdoll_maxcount            0 // [DELTA] As far as I've tested, this reduces the
                                //  amount of ragdolls in the map, not on screen [DELTA]
ragdoll_sleepaftertime        0 // Wait a reasonable time before sleeping ragdoll physics
There seems to be either a quirk or something that I'm not paying attention to, but on certain maps, the ragdolls seem to only fate away after the kill instead of disappearing immediately.
As far as I know this behavior takes into effect only on certain practice and training maps (and maybe other that I haven't tested, the pattern isn't what I thought previously: if the 0,0 axis is visible then fade away the model instead of removing immediately.

It doesn't really bother me but it is a little bit annoying when you can't get certain things to work the way they're "advertised."
If needed, I can add a gif/video of this behavior to help illustrate my point.

Besides that, this is the code I've been using to hide the ragdolls, it is mostly the same as mastercomms' "ragdoll_off" command but with a few minor edits to attempt to make it work (since for some reason my config doesn't do that already).
[code]
// > Disable ragdolls
cl_ragdoll_collide 0 // Disable ragdoll collisions
cl_ragdoll_fade_time -3 // Remove ragdoll fade out delay
cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes from
g_ragdoll_fadespeed 10000 // The rate of ragdoll fading
// (higher is faster fading rate, so 0 will not fade and cause memleaks)
g_ragdoll_lvfadespeed 10000 // ^ but in low violence
g_ragdoll_maxcount 0 // [DELTA] As far as I've tested, this reduces the
// amount of ragdolls in the map, not on screen [DELTA]
ragdoll_sleepaftertime 0 // Wait a reasonable time before sleeping ragdoll physics
[/code]
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