XCOM 2
Edited Ragdoll Physics
Ideas and Suggestions
If you have any Ideas or Suggestions we could apply to the mod post them here
Last edited by Vortex ♀ Pixalation; 9 Jun, 2016 @ 3:27pm
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Showing 1-6 of 6 comments
Versatility Jones 23 Jun, 2016 @ 3:48am 
Could you exaggerate the ragdoll physics, as an optional version? I'm talking about dead bodies getting catapaulted into the air and bouncing off buildings, etc. Would be fun!
Well the thing is making this is far harder than it seems, and as it stands this version isn't even complete yet, and I myself am not iterested in making a silly version, if ProvokingPerch would that would be there decision, but I likely won't make a silly version, sorry hope you understand
Versatility Jones 23 Jun, 2016 @ 2:14pm 
Sure thing, It's your mod & your free time that goes into it, so entirely up to you. I like what I see from the mod as is, so thanks for that. :)
I myself am happy with it aside from the Sectopod, it is incomplete and proving insanely hard to fix
ProvokingPerch  [developer] 25 Jun, 2016 @ 6:53am 
I would certainly be up for making a version like that, however from what I understand how far back a ragdoll flies is determined by the death animations, which I currently am not sure how to edit. I've had a crack at it though and I'm sure it's possible. Also maybe the death animations only partly control it, because sometimes when a unit dies they go straight to ragdoll physics. There's probably some sort of impulse or knockback variable somewhere.
ProvokingPerch  [developer] 25 Jun, 2016 @ 6:54am 
However I'm not sure about bouncing off of buildings. That would be more specialised. When I get the time I'll take a shot at making their knockback comically exaggerated.
Last edited by ProvokingPerch; 25 Jun, 2016 @ 6:54am
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