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Ragdolling Sectopods/Gatekeeper?


Joshuahoeth

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While the new Sectopods are amazing and all, their death animation is incredibly lackluster, and whilst browsing the editor, I found a physics Asset for the Sectopods, this however won't be as simple as replacing the explosion with the physics, for one, the ragdoll is incredibly broken the torso tends to flip out uncontrollably, it's legs also tend to fall off, but I was thinking that is a good thing.

 

So what I propose is

 

1: Fixing the Ragdoll

2: Adding some smoke and various other particle effects,

3: possibly retaining the leg detachment, in EW most robotic units could Gib after all

 

This mod request mainly formed upon how disappointed I was when I seeing the late game enemies die, they were so much more satisfying to dispatch in EW, due to ragdolling

 

 

and if someone managed to do something unique with the Gatekeepers that'd be nice too

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  • 2 weeks later...

I would imagine it is possible, the devs apparently gave us everything and I think that would be awesome. But it would certainly be hard to do. I'm trying to edit the human ragdoll, it really annoys me because for some reason when any human dies (XCOM, ADVENT and civilians), their knees contract for no reason. It takes away a lot of variation in the death poses and when the person that was killed lands on their back with their legs pointing outwards it looks the worst: https://gyazo.com/4c191344d31a1f07ee1da8fcfacfe9bf

 

https://gyazo.com/80359900fdf4b76143c83f6c8022ff69

 

https://gyazo.com/5b9e8c6ab68be032a8a9920aaf83e3f2

 

 

 

The pose itself doesn't bother me too much, but the fact that anyone that lands on their back usually looks like that. Would you by any chance have some idea as to what is causing it? I've looked around in a lot of the code, and even managed to find what I think is the ragdoll that all the humans (XCOM, ADVENT and civilians) use: https://gyazo.com/12827dcff5af795afafe62892607ed68

 

Even if that is the ragdoll they used, what I opened it in the Phat it didn't have anywhere near as drastic contractions of the knees as the game does, although the knees were a little weird. One contracts a little.

 

Any help whatsoever would be appreciated.

 

 

Thanks

Edited by RespiringDoorMat
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I believe they use a different ragdoll, if memory serves the Advent had their own dedicated ragdoll and so did all varients of humans, so since you are trying to fix this issue have you noticed civs don't ragdoll properly, they play a death animation, no matter how they are killed, but back to my topic the Sectopod's ragdoll does exist (infact you may have seen it your self) it appears to be almost ok just needs a bit of work

 

*edit*

could it be PHYS_Human

*edit 2*

The Gatekeeper's Ragdoll actually would work fine if we removed the robotic parts and added explosion effects that launch panels everywhere

Edited by Joshuahoeth
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Wait, what exactly do you mean by the civilians pllay a death animation? I've seen pretty clearly that they ragdoll, and the ragdolls of the XCOM and ADVENT guys are pretty much identical from what I've seen. As for the gatekeeper, I've never actualy encountered them. The first few playthroughs of this game I've done were on classic and every time I either lost or just gave up and started again. I'm playing on normal now though and I've got my bearings so it should only be a matter of time before I encounter them. Also by the robotic parts do you mean those tentacle things it has? Also where is this 'PHYS_Human exactly? I'm quite new to modding, and so far this game hasn't proven to be particularly user-friendly in terms of making mods. I'll try and find it in the meantime.

 

 

Thanks

Edited by RespiringDoorMat
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Well, that only happens because the body isn't in view of your guys, if a civilian dies whilst in the view of your squad they'll ragdoll as normal. Also, where is this PHYS_human thing, if you don't mind me asking? It sounds promising.

 

 

Thanks

 

Also, how can I view the sectopod's ragdoll?

Edited by RespiringDoorMat
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