Ragdoll in MP!

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kirby6510
02-15-2004, 11:55 PM
I just got this idea of how to sync rag doll phys across a network!!!

Ok say you get hit by a disc, now the knock back effect will throw you in direction Y. the first three seconds after getting hit you will not be able to control your player, also it your player will shift into "locked rag doll" that is,your body moves on a set path (Y direction) but your arms, legs, body swing around with rag doll effects. on the forth second, the one where you gain control, the arms legs, your body will move back to the fly\walk position. so even thow everyone will see the rag doll effects different. the path of the body will remain the same. therefor rag doll needs to be I tribes MP game play :)

Second 0-0
[
actor gets shot.
actor starts along path X at speed Y.
actor phys change to "locked rag doll".
]
Seconds 1-3.5
[
actors arms, legs and body move spin freely but are locked to stay on path X at speed Y.
]

Seconds 3.5-4
[
actor arms and legs move back to normal over .5 seconds.
]
seconds 4-~
[
gamer regains ctrol of actor.
]

oh and the 1st and 3rd cameras need to spin to.

best for MA discs

all the times need to be changed but i think that passes off the idea.

Reverend Zero
02-16-2004, 12:03 AM
So using your numbers, when a player get's hit by a disk, there is a 4 second penalty where he cannot move or control himself.

No fucking chance.

kirby6510
02-16-2004, 12:04 AM
all the times need to be changed.


only for MA disc. just an idea

Theta
02-16-2004, 12:06 AM
holy crap, kirby actually made another post that makes sense. 2 times out of 100 isn't that bad

Reverend Zero
02-16-2004, 12:10 AM
only for MA disc. just an idea
Understandable, but the idea doesn't sound feasible in Tribes. It's bad enough getting MA'd when you're not expecting it. Sometimes I feel disoriented after getting blasted mid air. Having a delay for movement seems silly. That person could easily whip out his Chaingun and hose me down while i'm busy looking like eyecandy.

Xionic
02-16-2004, 12:11 AM
gamer regains ctrol of actor.

It’s just a bad idea to impede a player’s ability to fire back at the enemy.

kirby6510
02-16-2004, 12:11 AM
holy crap, kirby actually made another post that makes sense. 2 times out of 100 isn't that bad

2 out of 5 or six i think. that tonyhawk one was pretty retarted...

JodoFett
02-16-2004, 12:13 AM
Ragdoll is eyecandy, and anything that makes it so I can't do shit for 4 seconds shouldn't be there.

kirby6510
02-16-2004, 12:16 AM
maby .2 seconds or somthing... just to whip the camera around...

JodoFett
02-16-2004, 12:18 AM
It's not something that you would care about seriously. It would be neat the first few times you did it, but after that you really wouldn't care.

Rigel
02-16-2004, 12:31 AM
MA's are only for show, I don't know anyone who specifically goes for them other than to put a player in their place. It seems stupid to reward players for a move that is largely done for show. In 4 seconds I could hit you again and you'd be dead. Ugh, what a terrible terrible idea.

VaporTrail
02-16-2004, 12:50 AM
Ragdoll of course is only for deaths... Anything that ruins the gameflow shouldn't be in there.... sending a MO or LO spinning because you MA'ed them doesn't strike me as a way to advance gameflow... more of a way to get them suicide early.

Tycho
02-16-2004, 12:53 AM
maybe a second or two of not being able to control. anything more than that becomes incredibly annoying

JodoFett
02-16-2004, 12:57 AM
any time you can't control would be incredibly annoying.

Validuz
02-16-2004, 01:38 AM
any time you can't control would be incredibly annoying.

Plasma
02-16-2004, 01:43 AM
The fact is stuff like havoc and ragdoll cannot be synchronized (as of yet, with ease) over multiplayer games...

I think however all the player flips when they die and such, they will be synced (well, it happens in unreal tournament 2003/2004), but things like barrels being shot around will not (will no doubt see it in single player however)

BlodBath-VuP-
02-16-2004, 01:52 AM
The reason havok is a pain to sync across a network is that it's very very random. The havok engine works much like real life and incorporates a degree of variability. This is why effects don't replicate given the same starting circumstances. The problem with your idea, kirby, is that enabling havok for the limbs and not the torso means that you have a bunch of physical objects attached to a non-physical one. This means you'll just get a bunch of nonsensical waving of all the limbs and nothing more. It's pointless.

Plasma, ut2k3/4 uses karma, a much simpler and suckier physics engine, and even then I'm betting that they don't replicate the path over MP, they just don't have any variability built in and everyone winds up seeing the same thing because of that.

edit: Yes, I read that again, I see you mean that the whole body just follows a path and ragdolls appropriately. Same scenario, however. You end up with a bunch of limbs being dragged around by a body that must follow a certain path. Not only will it not look good, but there's the fact that you shouldn't lose control of your character, ever.

Njal Storm
02-16-2004, 02:12 AM
just do whatever they do in ut.......

when u do a double jump u see me flipping around, but my sights stay locked on target, minus whtever weapon effects are put on me.

BlodBath-VuP-
02-16-2004, 03:06 AM
just do whatever they do in ut.......

when u do a double jump u see me flipping around, but my sights stay locked on target, minus whtever weapon effects are put on me.

Yeah, no.

triple
02-16-2004, 03:36 AM
how bout NO