Ragdoll physics in weapon models?

Ragdoll physics in weapon models?

Re: Ragdoll physics in weapon models? Posted by Nyvhek on Thu Sep 15th 2005 at 9:56pm
Nyvhek
3 posts
Posted 2005-09-15 9:56pm
Nyvhek
member
3 posts 0 snarkmarks Registered: Jan 31st 2005
I'm wondering if there's a way to create a custom weapon for HL2/Source
that uses ragdoll physics in its viewmodel, so that weapons like
morning stars and whips and rubber chickens could be made.

I'm thinking this could complicate hit detection when using the weapon,
etc., so it might even suffice if the weapon's a ragdoll when you're
just holding it and running around with it, so it can sway/bend/drag
realistically, but reverts to a normal model when it's used to attack.

I'm thinking it would require some pretty major coding. I've done some
programming before, but I haven't tried messing with the HL2 code yet.

This might be the wrong place to be asking this question, so could anyone point me to a better forum to try, too?
Re: Ragdoll physics in weapon models? Posted by Paladin[NL] on Fri Sep 16th 2005 at 7:04am
Paladin[NL]
157 posts
Posted 2005-09-16 7:04am
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
collective.valve-erc.com
Re: Ragdoll physics in weapon models? Posted by Forceflow on Fri Sep 16th 2005 at 11:18pm
Forceflow
2420 posts
Posted 2005-09-16 11:18pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
It probably can be done (since the source engine is pretty flexible). I
don't think there are a lot coders around here. I can code a little,
but something like that's far too complicated for me. Sorry.
:: Forceflow.be :: Nuclear Dawn developer