I'm making an HL2MP mod where I'd like to have the ability to "infest" the dead bodies of other players.
>From what I understand, HL2MP ragdolls are updated on Event_Killed, and the >client uses the updated position/velocity/etc to create a ragdoll that can be >interacted with on the client. That means that, if the ragdoll gets shot, >bounces around/etc, other player won't accurately know about its >position/orientation. So here's my proposed solution: - CHL2MP_PLayer::Event_Killed spawns an expensive/modified prop_ragdoll. These ragdolls would be limited on the server so that no more than 3 or 4 could exist at any given time. - After a timeout period, or after the ragdoll stops moving, the ragdoll would be frozen, or a new entity would be created to simulate this effect ( same model, skeleton pre-position to the ragdoll's position, skeleton locked in place). The new entity would not be mobile, but would be "infestable." So my questions are: 1) Does this sound like a decent solution to my problem? 2) Would locking bones actually reduce computation/network resource use? 3) Is this how the Spy-cicle works in TF2? 4) How can I access a model's skeletal position info, and set and lock it in place? I think it's the bone arrays used by GetRagdollInitBoneArrays() and InitAsClientRagdoll(), am I correct? What about locking them so that the server doesn't have to transmit so much data? On a positive note, this may be the last significant piece of code that I need to write before my mod can be released =) Best regards, Eric _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders