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Post by atrofeed on Oct 6, 2022 16:43:55 GMT
Hi there,
I am playing around with Invector + FSM + Covershooter. I noticed that sometimes when killing an enemy (specifically the AI - Shootercover prefab), it goes flying off the map. I think this has to do with the ragdoll that interacts with the bullet (i.e. the amount of force applied by the bullet on the enemy) or environment somehow.
I tried numerous things. 1. Enabling 'Remove components after die' on the AI Shooter Controller and the 'remove physics after die' option on the ragdoll system in various combinations. No effect. The 'remove physics after die' option makes the enemy fall through the floor (which is logical, considering this option destroys all the rigidbodies on the enemy, along with the joints and colliders). But I don't want this, because I want to keep the enemy corpse laying around). 2. I tried changing force multiplier to 0 on the projectile control on the vdefaultbullet prefab that is fired by the vHandgun. No effect. 3. I tried increasing the mass on the rigidbodies on the bodyparts of the enemy to ridiculous levels. No effect. 4. I also tried adding a script that adds a downward force on all Rigidbodies on the On dead event on the AI Shooter controller and making all the rigidbodies kinematic in the same script. No effect.
Does anyone have suggestions?
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Post by aliasz on Oct 27, 2022 22:26:27 GMT
i had that same problem, and still have but less?
on a different project. a bullet straight shot and the enemy looked like on of those actors in matrix like movies, where they are on elastic bands like they have had an massive impact and where drawn backwards. i dont know how i fixed that. it was probably like the stamping glitch with one feet on the terrain. so i think i moved the characters a bit higher of the terrain with a space between terrain and character colliders.
Now other project my companions and my random soldiers shoot high up in the air. and sometimes enemies gets ragdolled or better flown a couple of meters into mid air. and stay there. for max 2 seconds.
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