Wright everithing in Lite c and make this to your main script:
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#include <acknex.h>
#include <default.c>
//make your bodyparts
#define PRAGMA_PATH "bodyparts";
VECTOR Hinge1, Hinge2;
var GroupID = 2;
var low_rot_dist = 5;
function DEAD();
//function damage();
void updateBoneHinge(ENTITY* hingeEnt, STRING* bodyPart, ENTITY* actor) {
VECTOR temp_pos, temp_ang, temp_mov, temp_ang_1;
ENTITY* hingePointer = hingeEnt;
ENTITY* actorPointer = actor;
STRING* updatePart = bodyPart;
while(hingePointer) {
ent_bonereset(actorPointer, updatePart);
vec_for_bone(temp_pos, actorPointer, updatePart);
ang_for_bone(temp_ang, actorPointer, updatePart);
vec_set(temp_mov, hingePointer.x);
vec_sub(temp_mov, temp_pos);
temp_mov.x /= actorPointer.scale_x; temp_mov.y /= actorPointer.scale_y; temp_mov.z /= actorPointer.scale_z;
//vec_rotateback (temp_mov, temp_ang);
temp_ang.x = 360-temp_ang.x; temp_ang.y = 360-temp_ang.y; temp_ang.z = 360-temp_ang.z;
vec_set(temp_ang_1, nullvector);
ang_add(temp_ang_1, vector(temp_ang.x,0,0));
ang_add(temp_ang_1, vector(0,temp_ang.y,0));
ang_add(temp_ang_1, vector(0,0,temp_ang.z));
ang_rotate(temp_ang_1, hingePointer.pan);
ent_bonerotate(you, updatePart, temp_ang_1);
// ent_bonemove(you, updatePart, temp_mov);
wait(1);
}
}
void setLimit(VECTOR* vec1, VECTOR* vec2) {
vec_set(Hinge1, vec1);
vec_set(Hinge2, vec2);
}
void BodyPartInit(var mass, ENTITY* entityMe) {
set(entityMe, PASSABLE);
entityMe.pan = 180;
phent_settype(entityMe, PH_RIGID, PH_BOX);
phent_setmass(entityMe, mass, PH_BOX);
phent_setgroup(entityMe, GroupID);
phent_setfriction(entityMe, 35);
phent_setdamping(entityMe, 35, 35);
phent_setelasticity(entityMe, 8, 8);
reset(entityMe, PASSABLE);
}
void setHinge(ENTITY* constr_1, ENTITY* constr_2) {
var tempHinge;
// make constraint
tempHinge = phcon_add(PH_HINGE, constr_1, constr_2);
phcon_setparams1(tempHinge, constr_1.x, Hinge1, nullvector);
phcon_setparams2(tempHinge, Hinge2, nullvector, nullvector);
}
void setRagdollPart() {
set(my, INVISIBLE);
}
function DEAD() {
ENTITY* Ent_1;
ENTITY* Ent_2;
ENTITY* Ent_3;
GroupID += 1;
var tempVertex;
you = ent_create("test_ragdoll.mdl", nullvector, NULL);
set(you, PASSABLE);
Ent_1 = my;
setRagdollPart();
BodyPartInit(20, Ent_1);
setHinge(Ent_1, Ent_1);
vec_for_vertex(tempVertex, Ent_1, 23);
Ent_2 = ent_create("leg_up_left.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,1), vector(-40,40,0));
BodyPartInit(5, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "leg_up_left", you);
// left lower leg
vec_for_vertex(tempVertex, Ent_2, 9);
Ent_3 = ent_create("leg_down_left.mdl", tempVertex, setRagdollPart);
setLimit(vector(0,1,0), vector(0,120,0));
BodyPartInit(20, Ent_3);
// make constraint
setHinge(Ent_3, Ent_2);
updateBoneHinge(Ent_3, "leg_down_left", you);
// right upper leg
vec_for_vertex(tempVertex, Ent_1, 22);
Ent_2 = ent_create("leg_up_right.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,1), vector(-40,40,0));
BodyPartInit(5, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "leg_up_right", you);
// right lower leg
vec_for_vertex(tempVertex, Ent_2, 9);
Ent_3 = ent_create("leg_down_right.mdl", tempVertex, setRagdollPart);
setLimit(vector(0,1,0), vector(0,120,0));
BodyPartInit(20, Ent_3);
// make constraint
setHinge(Ent_3, Ent_2);
updateBoneHinge(Ent_3, "leg_down_right", you);
// abs
vec_for_vertex(tempVertex, Ent_1, 21);
Ent_2 = ent_create("abs.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,0), vector(-15,15,0));
BodyPartInit(20, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "stomach", you);
//torso
vec_for_vertex(tempVertex, Ent_2, 17);
Ent_1 = ent_create("torso.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,0), vector(-20,20,0));
BodyPartInit(55, Ent_1);
// make constraint
setHinge(Ent_1, Ent_2);
updateBoneHinge(Ent_1, "torso", you);
// left upper arm
vec_for_vertex(tempVertex, Ent_1, 21);
Ent_2 = ent_create("arm_up_left.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,1), vector(-70, 116,20));
BodyPartInit(5, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "arm_up_left", you);
// left lower arm
vec_for_vertex(tempVertex, Ent_2, 9);
Ent_3 = ent_create("arm_down_left.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,0), vector(270,0,0));
BodyPartInit(20, Ent_3);
// make constraint
setHinge(Ent_3, Ent_2);
updateBoneHinge(Ent_3, "arm_down_left", you);
// right upper arm
vec_for_vertex(tempVertex, Ent_1, 22);
Ent_2 = ent_create("arm_up_right.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,1), vector(-70,116,20));
BodyPartInit(5, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "arm_up_right", you);
// right lower arm
vec_for_vertex(tempVertex, Ent_2, 9);
Ent_3 = ent_create("arm_down_right.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,0), vector(270,0,0));
BodyPartInit(20, Ent_3);
// make constraint
setHinge(Ent_3, Ent_2);
updateBoneHinge(Ent_3, "arm_down_right", you);
// head
vec_for_vertex(tempVertex, Ent_1, 23);
Ent_2 = ent_create("head.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,0), vector(-45,45,0));
BodyPartInit(25, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "head", you);
while(you) {
vec_set(you.x, my.x);
vec_set(you.pan, my.pan);
if(key_p) {
phent_addvelglobal(my, vector(1000,1000,1000), nullvector);
}
wait(1);
}
}
void main() {
vec_set(Hinge1, nullvector);
vec_set(Hinge2, nullvector);
fps_max = 60;
time_smooth = 0;
ph_iterations = 20;
level_load("test_level.wmb");
wait(5);
ph_setgravity(vector(0, 0, -1200));
ph_setcorrections(9000, 0);
ph_setcollisions(1000, 2);
wait(1);
}
action ragdoll()
{
//Your actor code
//then:
wait (1);
my.event = DEAD();
}
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And here ist your Ragdoll script.
PS: make yourself bodypices...
Last edited by Blackchuck; 08/13/09 13:17.