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Post by chaosriftgames on Oct 13, 2018 18:23:22 GMT
I'm "almost" there.
I want to Ragdoll on Critical Hits as well as other damage types in the future, like tripping over a tire or barrel.
In my script i can grab the ragdoll component and ragdoll it via "ragdoll.ActivateRagdoll()"
This works. But the ragdoll gets up immediately. For effect I want a timer, like the enemy lays there for 2-5 seconds before getting up.
Then I use "ragdoll.Reanimate()" to bring it back to life.
How do I read the state back in to know when the ragdoll is complete and animations can resume?
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Post by Invector on Oct 16, 2018 18:16:39 GMT
Hey man! Ragdoll has a stabilizer controller to getup. When the stabilizer is done, the vICharacter.ResetRagdoll is called.
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