Fix bodygroup issues
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2 changed files with 14 additions and 12 deletions
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README.md
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README.md
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@ -12,15 +12,20 @@ This addon is based off of Kazarei's Euphoria, which in turn is a fork of Fedhor
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## Known issues
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## Known issues
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- Kicking NPCs does not knock them down. The same goes for many melee attacks. This is not something I know how to easily fix -- I would have to override code in Z-City, which I would rather not do. If you do know how to easily fix this, reach out, I would love to add it.
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- Bandages, tourniquets, etc. that are on the ragdoll or NPC body will not be there when they get back up. Don't know how to fix this unfortunately.
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- Bandages, tourniquets, etc. that are on the ragdoll or NPC body will not be there when they get back up.
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- NPCs currently instantly get up, with no animation. I plan on remedying this in the future.
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- NPCs currently instantly get up, with no animation. I plan on remedying this in the future.
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- Enemy NPCs will not target living downed NPCs like how they do players. This will be fixed.
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- Enemy NPCs will not target living downed NPCs like how they do players. This will be fixed.
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## Incompatibilities
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## Compatibility
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- Any mod that modifies the behavior of death ragdolls (Reagdoll, Artagdoll, Fedhoria)
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This should be compatible with:
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- The majority of NPC AI improvement mods
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- Competently-programmed Z-City addons
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It is, however, not compatbile with:
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- Most mods that modify the behavior of death ragdolls (Reagdoll, Artagdoll, especially Fedhoria.)
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- Mods that automatically remove death ragdolls (it will delete all ragdolled NPCs, even if they're still alive! Try the built-in automatic corpse removal instead.)
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- Mods that automatically remove death ragdolls (it will delete all ragdolled NPCs, even if they're still alive! Try the built-in automatic corpse removal instead.)
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## Future plans
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## Future plans
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@ -298,13 +298,10 @@ function MODULE:PhysicsSimulate(phys, dt)
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ent:SetPos(target:GetPos())
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ent:SetPos(target:GetPos())
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ent:SetModel(target:GetModel())
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ent:SetModel(target:GetModel())
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if target:GetNumBodyGroups() > 0 then
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ent:SetSkin(ragdoll:GetSkin())
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local i = 1
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while (i <= target:GetNumBodyGroups()) do
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ent:SetBodygroup(i, target:GetBodygroup(i))
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i = i + 1
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for i = 0, ragdoll:GetNumBodyGroups() - 1 do
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end
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ent:SetBodygroup(i, ragdoll:GetBodygroup(i))
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end
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end
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ent:Spawn()
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ent:Spawn()
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