Garry's Mod

Garry's Mod

Zippy's Active Ragdolls
 This topic has been pinned, so it's probably important
SUGGESTIONS
A fix for combine to not play the flatline (Reagdoll Flatline sound) when they get up from downed state
Last edited by your drunken father; 19 Sep, 2023 @ 6:23am
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Showing 1-15 of 52 comments
B1rbb 19 Sep, 2023 @ 3:05am 
get up time / the time it takes to get back into an npc after waking up bc rn it feels way too fast
rzo12 19 Sep, 2023 @ 5:23am 
concussion.
sen. 19 Sep, 2023 @ 8:39am 
Dynamic ragdoll chance on hit based on damage taken. Can probably set two value; the chance of a ragdoll at minimum damage per hit (0%) and the chance of a ragdoll at maximum damage per hit (100%). You can then have the chance slide between those two values depending on the damage done. Can set both to the same number to create a fixed chance too, exactly as it is right now.
Its_Daemonic 19 Sep, 2023 @ 1:36pm 
A way to make certain NPCs not ragdoll when injured
Akimato 20 Sep, 2023 @ 9:13pm 
make a trello page link so we can see whats beung done
xstallm 21 Sep, 2023 @ 1:09pm 
Make NPC ragdoll when falling and make headcrabs ragdoll mid-air, half life alyx-like
CreepyBlocks 21 Sep, 2023 @ 3:41pm 
i think just adding two sliders for how much damage, and from what type to knock down npcs would be good for the mod. maybe also make it so you can do it for individual npcs, but that would obviously require more time, and work. also have you also considered doing a mod that enables the hunters to shoot while moving. it's simple because hunters already have the ability to do so. it's just that they required to guard a strider to do so. which means it should be easy for someone with moddding experience to take out that restriction, but for some weird reason no one really has yet.
Sunny 21 Sep, 2023 @ 6:35pm 
Waking up animation after getting ragdolled
guert 22 Sep, 2023 @ 8:51pm 
ragdolls taking damage extend their stunned time
Destruction 23 Sep, 2023 @ 4:35pm 
Originally posted by sen.:
Dynamic ragdoll chance on hit based on damage taken. Can probably set two value; the chance of a ragdoll at minimum damage per hit (0%) and the chance of a ragdoll at maximum damage per hit (100%). You can then have the chance slide between those two values depending on the damage done. Can set both to the same number to create a fixed chance too, exactly as it is right now.
Originally posted by guert:
ragdolls taking damage extend their stunned time
Good ideas, I'd like these too.

I'd also like backup weapons for certain NPCs that they grab when getting up (optimally configured similarly to the ANPlus replacer).
Destruction 24 Sep, 2023 @ 1:24pm 
Another idea, allow for manual blacklisting of certain NPCs from the active ragdoll pool.
I want to be able to ragdoll a headcrab on occasion, but I also don't want to ragdoll striders.
Vincent 25 Sep, 2023 @ 8:09am 
I’d like support for bonemerged zombies from Headcrabs+ if that’s possible. When bonemerged zombies get knocked down, they revert to the default of that zombie model until they get back up.
Sunny 25 Sep, 2023 @ 11:44pm 
Chance of guns shooting while being ragdolled like RagShoot
Robo 27 Sep, 2023 @ 12:34am 
For combines to have unique screams that sound cybernetic or alien for better lore accuracy.

Pretty weird to hear a combine soldier scream exactly the same way as a rebel would.
Destruction 27 Sep, 2023 @ 3:02pm 
Originally posted by Robo7988143:
For combines to have unique screams that sound cybernetic or alien for better lore accuracy.

Pretty weird to hear a combine soldier scream exactly the same way as a rebel would.
If you've actually killed them in HL2, you'd realize that they do scream in a human manner that's hit pretty hard by their cybernetics and such before the death confirmation sound. They're also humans, not aliens or robots. They've just been so insanely modified that people can think they're robots or aliens without my brain falling into spontaneous necrosis.
Also, this is Zippy's Active Ragdolls, not ReAgdoll. While I haven't used this without ReAgdoll, I'd assume it gets rid of the death confirmation noise and just lets the normal scream play.
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