Talk:Prop ragdoll

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Ragdoll Boogie?

Well, apparently it's an input for ragdolls in the Left 4 Dead editor. Does anyone know what it does (And, probably guessing what it does, why such an input would exist in the first place?) --Alfonzo 01:20, 27 June 2009 (UTC)

IIRC, it causes the ragdoll to have a fit, as if it were being electrocuted. Just another way to add variety to the deaths :) . There's something like it in the HL2 Ravenholm level -- just after your first meeting with Father Grigori, after you go along the lane to the left with the fire trap -- a ragdoll is caught on the electric fence that blocks your progress there, jerking around. sagesource 00:20, 17 December 2009 (UTC)

non-T position?

is this possible? it seems they are all T shaped when they're put in game x.x

(soz for laco of info. it's 1:06AM x.x) Kizzycocoa 01:06, 17 December 2009 (UTC)

You mean they stay T-shaped when you run the game? Or are they only T-shaped when they're in Hammer (which is normal). --Mattshu 06:19, 6 February 2011 (UTC)

Based on the article, I think you would disable smartedit and add a keyvalue called "sequence" and put in a number of a sequence the model has and it will go to the first frame of that sequence before turning into a ragdoll with physics. I'm not too sure though, it's not very clear in the article and it's not included in the FGD. I'll try it out soon though and figure it out

Greenhourglass (talk) 23:52, 9 October 2016 (UTC)

Update, I tried it out a while back and couldnt get it to work. Needs further research and examination, I really wanna find out if theres a way to do this right.

Greenhourglass (talk) 01:06, 8 December 2016 (UTC)

Posing ragdolls

The ragdoll (which is actually a scripted sequence I think) in Episode 2 when Alyx moves a dead Rebel off a Combine computer. Is there anything I can do using Source SDK to custom position ragdolls to make them appear a bit more realistic when they're lying against props instead of looking like they fell 3 feet on top of the computer desk? I'll even take external applications. --Mattshu 06:24, 6 February 2011 (UTC)

That wasn't a ragdoll. It was probably a prop_dynamic or a NPC playing a scripted sequence. There was no ragdoll physics done in-game, it was done in an external animation suite(probably Max or Maya, though you could do it in XSI, Blender, or any animation suite that supports it). There is nothing that comes with the SDK that will help you with that. Gary 18:35, 2 April 2012 (PDT)

You are able to update ragdolls using the hammer_update_entity command, though you might have to play around with the super gravity gun or launch the map in Garry's mod to actually pose them at all. Someone should make a utility that allows posing of ragdolls, though. --JeffMOD 04:02, 3 April 2012 (PDT)