View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005297||The Dark Mod||GUI||public||17.07.2020 12:48||31.07.2020 07:29|
|Product Version||TDM 2.08|
|Summary||0005297: AF Editor: make spawned ragdolls frobable|
|Description||On the bottom left of the AF editor is a "Spawn" button that spawns a ragdoll in T-Pose in front of the player. It's not frobable, however, so it can't be dragged around in order to test the physics.|
|Additional Information||The AF Editor's originally intended way is to use g_dragEntity 1, which is Doom 3's old system of dragging bodies. It differs wildly from TDM's system, however.|
|Tags||No tags attached.|
Still, it is a very good find that it is possible to drag spawned AFs like this:
1) set "g_dragEntity 1" in console
2) point some AF, and press left mouse button (attack)
3) move mouse around without releasing the button
Recording this just for the history.
I think adding frobability should not be hard.
Should I just set "frobable 1", or should I make the new entity inherit some base class?
I mean, there are lots of spawnargs in moveable_base, atdm:frobable_base.
I managed to get the right feel of frob-dragging guard's AF by setting:
Without the last argument, the body is too heavy to be dragged.
That's the specific hack for guards, and I think I should not apply it for all AFs.
The same issue applies to shouldering guard's body: I cannot see if some AF is guard or not.
So... I think the best I can do is to set frobable and grabable.
Or I can inherit atdm:frobable_base, which seems to also have these:
What are they for? Are they needed?
Ah, the absent drag_force_mod explains why editor-spawned ragdolls behaved so much differently than when I just killed an AI to get the ragdoll, I could barely move it. I think having that hack is very important for physics testing - could it maybe be an extra setting in the first tab of the editor that applies itself to spawned bodies, for testing? When the AF is finished the creator can add that force modifier as a spawnarg to the ragdoll entity def.
Frobable 1 and Grabable 1 are a good start.
The action scripts' function is to make the frobable entity trigger its targets when it gets frobbed or triggered, so they have no relevance here.
|You can set tdm_drag_force_max 10 times higher than default, and it should have the same effect.|
That's good to know and can serve as a workaround, but it's not good to need console commands in order to use the AF Editor properly - the entire process of generating an AF is already very clunky.
From my view it'd be much appreciated if there were that extra "Drag Force Modifier" field in the 1st tab under "Physics" that applies its value to spawned ragdolls.
Committed the simple change in svn rev 8905.
As for modifier in GUI, I think putting it into random location is no good.
A new tab should be added for entity settings, which needs some work.
I'll return to it if I have time.
|17.07.2020 12:48||Dragofer||New Issue|
|17.07.2020 12:51||Dragofer||Relationship added||child of 0005301|
|20.07.2020 07:54||Dragofer||Additional Information Updated||View Revisions|
|30.07.2020 17:38||stgatilov||Note Added: 0012689|
|30.07.2020 17:41||stgatilov||Note Added: 0012690|
|30.07.2020 17:51||stgatilov||Note Added: 0012691|
|30.07.2020 21:11||Dragofer||Note Added: 0012692|
|30.07.2020 21:16||Dragofer||Note Edited: 0012692||View Revisions|
|31.07.2020 04:12||stgatilov||Note Added: 0012693|
|31.07.2020 06:54||Dragofer||Note Added: 0012694|
|31.07.2020 07:03||Dragofer||Issue cloned: 0005315|
|31.07.2020 07:28||stgatilov||Note Added: 0012695|
|31.07.2020 07:29||stgatilov||Assigned To||=> stgatilov|
|31.07.2020 07:29||stgatilov||Status||new => assigned|