Yue Posted February 15, 2021 Share Posted February 15, 2021 When the player triggers his death, it triggers the ragdoll effect and the character is lying on the ground. The next step is to release the rigid bodies of their parents bones, I have tried to position the player back to the starting point, but this does not happen, only the player controller remains moving, but the character, the mesh remains in the place of the ragdoll effect, I have tried to use an animation but it does not work. I think I may have to reload the character and remove that one. any suggestions? Translated with www.DeepL.com/Translator (free version) function this:Start() if self.r == true then self:FindMeshs() self:FindBones() self:SetPosition(true) self:SetRotation() self:SetParent(true) self:SetMass(1.0) self:GetPosition() self:CreateJoints(true) self.player:SetPhysicsMode(Entity.RigidBodyPhysics) self.player:SetMass(0.0) end end function this:End() self:SetParent(false) --self:SetPosition(false) --self:SetMass(0) --self:CreateJoints(false) self.player:SetPhysicsMode(Entity.CharacterPhysics) self.player:SetMass(10) --self.player:SetPosition(0,0,0,false) self.player:SetColor(0,1,0) end Quote Link to comment Share on other sites More sharing options...
Defranco Posted February 15, 2021 Share Posted February 15, 2021 Are you using: entity:Release() to clear the entity after death? 1 Quote Link to comment Share on other sites More sharing options...
Yue Posted February 15, 2021 Author Share Posted February 15, 2021 9 hours ago, Defranco said: Are you using: entity:Release() to clear the entity after death? No, the idea is to reuse the system again and have it ready for when you restart the game. This is also with a view to the ragdoll being activated and the player standing up, like in gta V when run over by a car, but it looks like the skeleton is unhooked from the mesh. Quote Link to comment Share on other sites More sharing options...
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