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Prop ragdoll: Difference between revisions

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[[File:prop_ragdoll.jpg|thumb|prop_ragdoll can interact with dynamic objects, unlike death ragdolls.]]
[[File:prop_ragdoll.jpg|thumb|prop_ragdoll can interact with dynamic objects, unlike death ragdolls.]]


{{this is a|e0|name=prop_ragdoll}} It is a [[VPhysics]] [[Wikipedia:Ragdoll physics|ragdoll]]. Ragdolls are collections of physics objects constrained together to simulate a jointed object like a dead body. They are very [[expensive]] to simulate.
{{this is a|point entity|name=prop_ragdoll}} It is a [[VPhysics]] [[Wikipedia:Ragdoll physics|ragdoll]]. Ragdolls are collections of physics objects constrained together to simulate a jointed object like a dead body. They are very [[expensive]] to simulate.


{{note|In {{bms|4}} original entity version is available as <code>prop_ragdoll_original</code>. The difference is: <code>prop_ragdoll_original</code> can't be gibbed with explosions, crowbar can hit <code>prop_ragdoll_original</code> if <code>[4] Debris</code> spawnflag is unchecked (crowbar's raycast skips <code>prop_ragdoll</code> for some reason), <code>prop_ragdoll_original</code> doesn't bleed or have decals on it, <code>prop_ragdoll_original</code> can't be picked up, <code>prop_ragdoll_original</code> have realistic bullet push.}}
{{note|In {{bms|4}} original entity version is available as <code>prop_ragdoll_original</code>. The difference is: <code>prop_ragdoll_original</code> can't be gibbed with explosions, crowbar can hit <code>prop_ragdoll_original</code> if <code>[4] Debris</code> spawnflag is unchecked (crowbar's raycast skips <code>prop_ragdoll</code> for some reason), <code>prop_ragdoll_original</code> doesn't bleed or have decals on it, <code>prop_ragdoll_original</code> can't be picked up, <code>prop_ragdoll_original</code> have realistic bullet push.}}

Revision as of 16:38, 17 May 2024

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See also:  For details on creating a ragdoll, see $collisionjoints.
prop_ragdoll can interact with dynamic objects, unlike death ragdolls.

prop_ragdoll is a point entity available in all Source Source games. It is a VPhysics ragdoll. Ragdolls are collections of physics objects constrained together to simulate a jointed object like a dead body. They are very expensive to simulate.

Note.pngNote:In Black Mesa Black Mesa original entity version is available as prop_ragdoll_original. The difference is: prop_ragdoll_original can't be gibbed with explosions, crowbar can hit prop_ragdoll_original if [4] Debris spawnflag is unchecked (crowbar's raycast skips prop_ragdoll for some reason), prop_ragdoll_original doesn't bleed or have decals on it, prop_ragdoll_original can't be picked up, prop_ragdoll_original have realistic bullet push.
Warning.pngWarning:This entity generates server-side ragdolls, which collide with everything but produce very large amounts of network traffic. Network traffic can be significantly reduced by making the ragdoll start asleep, disabling motion and disabling collisions with dynamic objects (!FGD add "solid" keyvalue with value of 0) and only enabling motion when necessary.
Icon-Bug.pngBug:Setting a custom pose via Hammer and making the ragdoll start asleep will make the rendering box fail to update. Making the ragdoll wake for a single frame when spawned and then sleeping it will fix this issue.  [todo tested in ?]
Icon-Bug.pngBug:Portal 2 ragdolls cannot pass through portals. This often occurs in Portal as well.  [todo tested in ?]
Icon-Bug.pngBug: Ragdolls are ignored in prediction, this causes lots of prediction errors when touching a ragdoll.  [todo tested in ?]
Icon-Bug.pngBug:In Black Mesa Black Mesa server side ragdolls created by NPCs never gib before loading save since the first Steam version, the same for gibs created by gibbed ragdolls. Use the workshop addon if you want to use server side ragdolls in your mod.  [todo tested in ?]
Icon-Bug.pngBug:In Black Mesa Black Mesa crowbar's raycast skip/ignore server side ragdolls since the first Steam version.  [todo tested in ?]
Icon-Bug.pngBug:Tripmines does not gib ragddols in Black Mesa Black Mesa.  [todo tested in ?]
Icon-Bug.pngBug:In multiplayer of Black Mesa Black Mesa, ragdolls does not create hole decals and blood from bullets if [4] Debris spawnflag is enabled. If this flag is disabled - ragdolls still will not create blood effects and hand blood overlays.  [todo tested in ?]


AltNames.pngAltNames: This entity is also tied to physics_prop_ragdoll.
C++ In code, it is represented by theCRagdollPropclass, defined in thephysics_prop_ragdoll.cppfile.

See also Prop Types Overview.

Death Ragdolls/Ragdoll Transformation

When a NPC/player dies or an entity receives the BecomeRagdoll input, it normally creates a client-side ragdoll and copies most of its animation and visual data to it. Unlike server-side prop_ragdolls, these client-side ragdolls are handled completely on a per-client basis and are much cheaper and simpler than their server-side counterparts, at the expense of being virtually nonexistent on the server, being inconsistent across client perspectives, and only colliding with entities that have physics objects on the client (e.g. worldspawn).

However, a NPC will become a server-side ragdoll while it's under any of the following conditions:

These server-side death ragdolls will collide with physics objects and beyond, like any prop_ragdoll, but they are marked as debris and do not collide with each other. They do not collide with themselves either, unlike client-side ragdolls (fixed in Entropy : Zero 2 Entropy : Zero 2 and Black Mesa Black Mesa). This is believed to be intentional behavior to reduce performance/networking costs.

Icon-Bug.pngBug:Server side ragdolls don't save blood decals. Fixed in Mapbase Mapbase and Black Mesa Black Mesa.  [todo tested in ?]
Note.pngNote:Most of this list theoretically applies to players as well, although that hasn't been tested.
Warning.pngWarning:While most of the relevant animation/visual data is copied to ragdolls, some fields, like fade distances, are not transferred.
Cpp.pngCode:This can be modified at CBaseAnimating::CopyAnimationDataFrom() in baseanimating.cpp for server-side ragdolls and C_BaseAnimating::CreateRagdollCopy() in c_baseanimating.cpp for client-side ragdolls.

Keyvalues

sequence ([todo internal name (i)]) <integer> !FGD
The ragdoll will be moved to the first frame of this animation before VPhysics takes over.
Icon-Bug.pngBug:Doesn't function.  [todo tested in ?]
Body (body) <integer> !FGD
Specifies which body group should be used.
Override Animation (angleOverride) <string>
Filled in by the engine via wc_update_entity. Do not edit by hand except to clear.
Health (health) <integer> (only in Black Mesa)
The amount of damage the ragdoll takes before gibbing.
Character Manifest Mimic Name (MimicName) <string> (only in Black Mesa)
Choose a name or a classname from the character manifest to dress the ragdoll.

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!
Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history

Flags

Debris : [4]
Don't collide with the player or other debris
Use 'Least Recently Used' Retirement : [4096] !FGD
Allow Dissolve : [8192]
Motion Disabled : [16384]
Allow stretch : [32768]
Start asleep : [65536]

Inputs

AllowBloodPool  (only in Black Mesa) !FGD
Сorpse once will create pool of blood (particle effect) if it is placed on brush.
Note.pngNote:Not avaible for prop_ragdoll_original and prop_ragdoll_attached.
StartRagdollBoogie
Begins ragdoll boogie effect for 5 seconds.
Icon-Bug.pngBug:This input is actually supposed to use a parameter for how long the ragdoll should boogie, but it uses the wrong field type in the data description.  [todo tested in ?]
Cpp.pngCode Fix:In CRagdollProp's data description, find DEFINE_INPUTFUNC( FIELD_VOID, "StartRagdollBoogie", InputStartRadgollBoogie ) and replace FIELD_VOID with FIELD_FLOAT.
EnableMotion, DisableMotion
Enable/disable physics simulation.
FadeAndRemove  (in all games since Half-Life 2: Episode Two)
Fade out then remove (kill) self. Parameter override = duration of fade.
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history


Outputs

Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history