Ragdolls don't clip with doors..... Created 19 years ago2005-12-11 21:18:32 UTC by Playbus Playbus

Created 19 years ago2005-12-11 21:18:32 UTC by Playbus Playbus

Posted 19 years ago2005-12-11 21:18:32 UTC Post #151818
Hiya everyone

I haven't been here in awhile due to life complications, however I have recently returned to HL2 editing and have begun work on Day 14 ..... I hope anyone who played Day 13 is looking forward to it.

Anyway, on to my point.

There's one point in Day14 so far, where an NPC is blown up by a explosive barrel via a trigger as part of a cinematic kind of thing.

The NPC dies when the barrel explodes (the player never sees the barrel or then NPC when it is still alive), and the ragdoll corpse hurtles into a wall right in front of where the player really is. It's quite scary and I'm proud of it. You have to see it to appreciate it though.

Here is my problem.

This all used to work perfectly.

But then I decided to make the wall that the NPC ragdoll hits, into a door.

It makes gameplay sense in this map, and I've progressed to a point where it would be a lot of work to make it a different way. I NEED a door there.

When the "door" was a wall, IE not an entity of any kind, it worked perfectly --- the NPC crashed into the wall and bounced off. Fine.

BUT

As soon as I make the wall into a func_door --- the ragdoll just passes straight through the door as if it is not there.

And that looks totally wrong in-game.

But now, I really need a door in that position.

Help please.

Although I am not a very good mapper, I am good enough to have checked the obvious stuff.

I have no idea why the ragdoll (which starts life as an NPC_METROPOLICE entity) will pass through a func_door, but not a normal brush.

Can anyone help?
Posted 19 years ago2005-12-11 21:25:33 UTC Post #151820
Does the player have to walk through the door?
Although I havent worked much with NPCs in either game, I'm sure there must be a way to create a monsterclip brush. Place it where the door is, and it'll probably make the model bounce back. Maybe a func_vphysclip (or whatever the name was) could work too.
Posted 19 years ago2005-12-11 21:27:10 UTC Post #151821
The door lets the ragdoll pass through it -- but the player cannot!!!

I've tried clip brushes, none of them stop a flying ragdoll.

:(
Posted 19 years ago2005-12-11 21:28:00 UTC Post #151822
In a more direct answer to your question -- yes the player has to go through the door - but it opens at a later time in response to another trigger.
Posted 19 years ago2005-12-11 21:31:42 UTC Post #151824
What about a func_wall_toggle ?
Posted 19 years ago2005-12-11 21:32:33 UTC Post #151826
OK I can try that, but it's something I've never used before.

So, what's the significance of a func_wall_toggle?
Posted 19 years ago2005-12-11 21:34:26 UTC Post #151828
It's a func_wall but you can make it appear and disappear by triggering it. When it is visible it is also solid. I've never used them before either, but that's what I know :D
Posted 19 years ago2005-12-11 21:36:38 UTC Post #151830
Ok, thankyou Kasperg. I am lucky to have someone as talented as you here to help me!! (you rock)

I will try that tomorrow and report back.

For now, goodnight.

:D
Posted 19 years ago2005-12-12 14:00:57 UTC Post #151928
It could work but why not position the door a bit to the right or left so the ragdoll hits the wall.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-12-12 14:04:12 UTC Post #151929
parant a trigger_push to the door.
Then the NPC will slide away as the door moves.
Worked for me
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-12-12 16:57:26 UTC Post #151941
habboi, yes that is one possible solution. However as things stand now, it's a lot of work to do that (you'd have to see the map) and I'd rather avoid it if I can.

Madcow, my problem isn't the ragdoll being pushed by the door as it moves. It's the ragdoll flying through the air -- and passing through the door as if it isn't there.

Kasperg --- func_wall_toggle gives the same results :( Thanks for the suggestion though, knowing what that entity does has given me some cool ideas for later on in my scenario :D

I'm seriously considering just redesigning that area now, might end up being the simplest way.............

PS I also noticed when browsing the forum that this exact topic has been brough up recently. Sorry I missed it, or I would have just added to the existing thread.
Posted 19 years ago2005-12-15 23:01:30 UTC Post #152535
You could try verifying your HL2 and Source SDK files. This sounds bizarre.
Posted 19 years ago2005-12-19 02:24:17 UTC Post #153120
ragdolls from newly killed npc will act differently to the prop ragdolls you make in hammer. The ex-npc ones dont collide with rotating objects or certain brush entities - its just the way valve made it! parent an invisible physbox to the door?
Strider StriderTuned to a dead channel.
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