Bullet holes/blood marks on enemies, how to get them visible after enemy is dead?

  • Thread starter Thread starter JJ81
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JJ81

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I am little annoyed because in HL2 I can make those bullet marks with a gun on enemies when they are alive, but not after they die. I noticed for example in Nova Prospekt that if I shoot some guard who is already dead/killed by something else, the body "registers" greater number of blood marks/holes. But if I kill someone no holes are visible after death? Has someone fixed this? Or could someone do it? Is it even possible? Anyway thanks..
 
Get a better PC.
 
Actually that's one of the many differences between existing ragdolls (those placed in the map by the designer) and the ragdolls that are created when an NPC dies.

For example: pre-existing ragdolls...

* Collide with all physics objects, unlike NPC ragdolls which clip right through physics objects by default. You can easily test this simply by picking an object up and bumping it into the body, such objects will go straight through NPC ragdolls.
* Seem to have different physics properties to NPC ragdolls, they're heavier. If dealt a double shotgun blast, for example, they'll move, but they won't go sliding down the hall like NPC ragdolls so often do.
* Like you said JJ81, existing ragdolls, when struck or shot, show impact marks while NPC ragdolls only display the wounds they sustained BEFORE they died, no new marks can be created. Also, even bullets seem to clip through NPC ragdolls, because while shooting one jolts it around, the bullet technically impacts the ground underneath, not the ragdoll itself. This is most clearly illustrated by the sound of the bullet's impact.

The differences between these two ragdoll types can easily be tested in GMod. Live spawn NPCs, once killed, produce the ragdoll types that clip through objects, etc, while ragdolls spawned from the prop menu are the pre-existing type that collide with all physics objects. I have no idea what the technical reasons for these differences are, I can only speculate. Perhaps it's to avoid physics bugs when NPCs are, say, crushed by a large object.
 
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