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IDProjectCategoryView StatusLast Update
0002122The Dark ModCodingpublic26.03.2010 07:39
ReporterIshtvan Assigned ToIshtvan  
PrioritynormalSeveritynormalReproducibilityalways
Status closedResolutionfixed 
Summary0002122: Ragdoll AI not getting pushed back by impact with plate armor
DescriptionSelf explanatory, applies not just to helmets (which could have issues propagating impulses from the head entity to the body), but also to plate armor on the body itself that is part of the mesh. Seems like there's a problem in the melee code, maybe relying on AddDamageEffect to apply the impulse?
TagsNo tags attached.

Activities

Ishtvan

Ishtvan

31.01.2010 05:38

reporter   ~0002901

May have found why this is happening:
idActor::Damage does this:


if ( damage > 0 )
    {
        // ...
    }
    else
    {
        // Ishtvan: THIS IS WHAT'S CAUSING PLATE ARMOR HITS NOT TO MOVE AI... WHY DID ID DO THIS?

        // don't accumulate knockback
        if ( af.IsLoaded() )
        {
            // clear impacts
            af.Rest();

            // physics is turned off by calling af.Rest()
            BecomeActive( TH_PHYSICS );
        }
    }

Not sure why they did this. Is there some case where they can get many zero-damage events piling up that would cause something to take off like a rocket? If so, what case is that? D3 bullets hitting a shield?
Ishtvan

Ishtvan

31.01.2010 06:28

reporter   ~0002902

I went ahead and commented that section out, could not find anything wrong with letting zero-damage blows apply a physical impulse.

Issue History

Date Modified Username Field Change
29.01.2010 09:31 Ishtvan New Issue
29.01.2010 09:32 Ishtvan Status new => assigned
29.01.2010 09:32 Ishtvan Assigned To => Ishtvan
31.01.2010 05:38 Ishtvan Note Added: 0002901
31.01.2010 06:28 Ishtvan Note Added: 0002902
31.01.2010 06:28 Ishtvan Status assigned => resolved
31.01.2010 06:28 Ishtvan Resolution open => fixed
26.03.2010 07:39 greebo Status resolved => closed