XCOM 2
Edited Ragdoll Physics
Jewels 2016 年 6 月 9 日 下午 3:26
Ideas and Suggestions
If you have any Ideas or Suggestions we could apply to the mod post them here
最后由 Jewels 编辑于; 2016 年 6 月 9 日 下午 3:27
< >
正在显示第 1 - 6 条,共 6 条留言
Versatility Jones 2016 年 6 月 23 日 上午 3:48 
Could you exaggerate the ragdoll physics, as an optional version? I'm talking about dead bodies getting catapaulted into the air and bouncing off buildings, etc. Would be fun!
Jewels 2016 年 6 月 23 日 上午 5:52 
Well the thing is making this is far harder than it seems, and as it stands this version isn't even complete yet, and I myself am not iterested in making a silly version, if ProvokingPerch would that would be there decision, but I likely won't make a silly version, sorry hope you understand
Versatility Jones 2016 年 6 月 23 日 下午 2:14 
Sure thing, It's your mod & your free time that goes into it, so entirely up to you. I like what I see from the mod as is, so thanks for that. :)
Jewels 2016 年 6 月 23 日 下午 2:44 
I myself am happy with it aside from the Sectopod, it is incomplete and proving insanely hard to fix
ProvokingPerch  [开发者] 2016 年 6 月 25 日 上午 6:53 
I would certainly be up for making a version like that, however from what I understand how far back a ragdoll flies is determined by the death animations, which I currently am not sure how to edit. I've had a crack at it though and I'm sure it's possible. Also maybe the death animations only partly control it, because sometimes when a unit dies they go straight to ragdoll physics. There's probably some sort of impulse or knockback variable somewhere.
ProvokingPerch  [开发者] 2016 年 6 月 25 日 上午 6:54 
However I'm not sure about bouncing off of buildings. That would be more specialised. When I get the time I'll take a shot at making their knockback comically exaggerated.
最后由 ProvokingPerch 编辑于; 2016 年 6 月 25 日 上午 6:54
< >
正在显示第 1 - 6 条,共 6 条留言
每页显示数: 1530 50