Organic Gravgun that doesn't kill NPC's

  • Thread starter Thread starter DeSetuede
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DeSetuede

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I was wondering if it was possible to create a mod which allows for NPC's not to be killed when picked up by the blud grav gun. I mean obviously there's a script which on triggering it kills the NPC... Can anyone figure out a way to remove this in a mod?

Would be quite a treat to pick up a combine and lob them into the air, watching them die on the way down as opposed to when picked up. Call me sadistic? hah! perhaps :D I wanna see them there combines suffer on the fall down :devil:
 
If someone could implement this, it would be very cool!
 
Unfortunately, I think I've figured out how it works: when you do a grab on someone, they die instantly (duh) and are replaced with a ragdoll that's physics-enabled (I believe a flag set on prop_ragdoll). We know this, because when you do it to an ally they don't die, but there's a ragdoll of them made. Normal entities don't have something done to them to allow the manipulator to pick them up. (An obvious exception is something like a manhack or scanner, which means that it at least isn't impossible. However, since they don't play any special animation, it probably isn't an issue for them. Since the combine would have to play some animation when they're picked up, they'd have to make one and do some coding to run that animation when they're picked up)

I guess it wouldn't be technically undoable, but unfortunately it may be quite a bit more work than it seems on the surface.
 
I was wondering why the combine didn't twitch when they were left on the floor during the game with blue grav gun. Anywhere after you originally get it makes the enemies twitch and have seizures on the floor.
 
wouldn't some one have to make them do "Get up animations" if you were to pick up enimies then drop them and have them get up?
 
That wouldn't be possible, at least without looking stupid. If you didnt want them to die, their body would remain completely rigid while you threw them. They wouldn't be remotely ragdoll like. Also, having an animation get up from a ragdoll would be a whole lot of work, because you have to account for every possible position a ragdoll could be in when making the animation. Unless you do some incredibly complicated Inverse Kinetics work with the ragdoll..
 
Seems like far too much work for something that would be fun for about three minutes.
 
f0rked said:
That wouldn't be possible, at least without looking stupid. If you didnt want them to die, their body would remain completely rigid while you threw them. They wouldn't be remotely ragdoll like. Also, having an animation get up from a ragdoll would be a whole lot of work, because you have to account for every possible position a ragdoll could be in when making the animation. Unless you do some incredibly complicated Inverse Kinetics work with the ragdoll..

I do believe the source engine could cope with the later and, with code, create animations. However the code needed for this would be more then quite a bit complicated, me guesses.
 
It would appear we have found out why Valve didn't inlcude it...!
 
You could do it on the Meqon demo. It was a tad akward, but with perfection it could work. I bet it'd take a while though.
 
RakuraiTenjin said:
You could do it on the Meqon demo. It was a tad akward, but with perfection it could work. I bet it'd take a while though.

And who will... take this while... for us and create this fly stuff?
 
That would kick so much ass if it could be done! I was thinking of that myself. So you can throw them against a wall and they die.
 
well technically you could do some sort of flailing arm animation for getting picked up and and maybe 5 or 6 get up animations

thats about enough to be reasonably convincing
 
Why make them fall? Grab them, have them move their arms and legs and then have them land upright. You could fling people onto other people. It'd be lots of fun!
 
You'd have to have a "Help, I'm being waved around by a lunatic with a gravity gun!" animation, a "Falling on my feet" animation, with provision for ragdoll if the enemy is going to fast on impact, and at least two animations for getting up if they don't fall on their feet/get knocked out, depending on orientation (basically lying on stomach or on back), as well as a routine for moving the limbs of the "unconcious" ragdoll into the proper postions. I don't personally think it'd be too difficult.
 
it would be quite aweome if that could happen.

I have to say, i was a bit dissapointed (so the game only got a 9.999999999999999998 instead of 10. oh bummer) when i found out that it killed them when i grabbed them Although i have to say i found it super cool that if you fired the dead combine and another combine, he would also die!!!! YES!!!!
 
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