• Ragdoll is too light
    1 replies, posted
Hey there, I've taken the normal metropolice model decompiled it with crowbar and then retextured it. Then I compiled it again and didnt really change much in the QC file. For some reason though it is way lighter than the normal metropolice model. If you shoot a metropolice with a shotgun he flies about 1-2 meter away. But if you shoot my model it flies like 10 meters or more. Here is another example. Here is a falltest. To the left is the normal metropolice and to the right is my metropolice: https://files.facepunch.com/forum/upload/291923/0913c1cf-dcf6-4def-a3b6-b844b94ca2bf/falltest.gif If you know how to make my model the exact same weight as the normal metropolice please message me.
Did you check before exporting, the weight painting? One idea... also you might look at the mass PhysObj:SetMass( number mass ) wont work for player model you have to use applyforce then function ENT:Initialize() self:SetModel( "models/hunter/blocks/cube1x1x1.mdl" ) self:PhysicsInit( SOLID_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) if phys:IsValid() then phys:EnableGravity( false ) -- This is required. Since we are creating our own gravity. phys:Wake() end end function ENT:PhysicsUpdate( phys ) local phys = self:GetPhysicsObject() phys:ApplyForceCenter( Vector( 0, 0, phys:GetMass()*-9.80665 ) ) end
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