The thought actually occurred to me that the disappearing pawn could have been an unimplemented gibs system. Good to know that's what it was.
The main thing that was freaking me out was the ragdoll physics. Depending on the instance, it looked like the pawn was trying to breakdance in a really twisted way, trying to imitate the Harlem Shake and failing hard at it, or trying to recreate Get Down but just couldn't get up off the ground to do it.
I'll give the new tweaked version a try.
Edit: I tried the new version and it works a lot better. The dead pawn falls weird and often-times slides over the edge of the floor, but it doesn't do any weird ragdoll stuff anymore. If I hit it just right, I can get the pawn to stay put. Before, it never would. As far as I can tell, "playing dead" works perfectly.
I'll post here again if I find anything else, but that seems to be all the issues I had with it. I haven't tried modifying the kit yet. Still need to work on learning my Unrealscript and AS.
The main thing that was freaking me out was the ragdoll physics. Depending on the instance, it looked like the pawn was trying to breakdance in a really twisted way, trying to imitate the Harlem Shake and failing hard at it, or trying to recreate Get Down but just couldn't get up off the ground to do it.
I'll give the new tweaked version a try.
Edit: I tried the new version and it works a lot better. The dead pawn falls weird and often-times slides over the edge of the floor, but it doesn't do any weird ragdoll stuff anymore. If I hit it just right, I can get the pawn to stay put. Before, it never would. As far as I can tell, "playing dead" works perfectly.
I'll post here again if I find anything else, but that seems to be all the issues I had with it. I haven't tried modifying the kit yet. Still need to work on learning my Unrealscript and AS.
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