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[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/First_Person_Ragdolls

Someone put up this a little while ago.

On 7/23/06, Jonathan Murphy <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I call it in CViewRender::Render, like so:
>
> // copy the normal view, we don't want to modify this
> CViewSetup vRagdollView = m_View;
>
> g_pLocalRagdoll->GetAttachment( g_pLocalRagdoll->LookupAttachment(
> "Helmet"
> ),
>                                                 vRagdollView.origin,
> vRagdollView.angles );
>
> // render it
> RenderView( vRagdollView, false );
>
> On 7/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I can do that.. The only thing I want to know is where do I need to call
> > LookupAttachment so I can get the position and angles of the eyes....
> >
> > On 7/23/06, Jonathan Murphy <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I've also done this before, via a handle to the local players ragdoll
> > when
> > > they die and overriding the viewangles in the view setup code. The
> > > clipping
> > > thing isn't a problem as the view is setup to fade to black pretty
> > > quickly.
> > >
> > > Might make a tutorial for it somewhere.
> > >
> > > On 7/23/06, Jed <[EMAIL PROTECTED]> wrote:
> > > >
> > > > We've had this in Ham and Jam for a while now and posted a vid of it
> > > > in HL2MP here:
> > > >
> > > > http://media.putfile.com/First-Person-Ragdoll--FRAGDOLL
> > > >
> > > > The only problem is the default HL2 ragdoll physics doesn't do it
> > > > justice and you really need to tweak them to set more realistic
> > > > weights and contraints so that the body falls properly. The other
> > > > issue is that when the eye viewpoint gets close to a surface it
> > > > sometimes clips so you can see through it.
> > > >
> > > > Currently we have it set-up as a toggle so you can switch between
> > > > first/third person ragdolls as you like.
> > > >
> > > > The code itself it fairly simple and just requires an extra 8 lines
> -
> > > > mail me if you want it.
> > > >
> > > > - Jed
> > > >
> > > >
> > > > > I did this a couple of weeks ago, it does look awesome (we'll be
> > > > dropping
> > > > > a video of it in a week or so). We managed it by using an
> attachment
> > > on
> > > > > the model that could be used to get position / orientation for the
> > > > > observer view.
> > > > >
> > > > > A bit of fiddling with the observer code so it used the attachment
> > > when
> > > > > viewing a dead player rather than the normal FP method and roberts
> > > your
> > > > > mothers brother.
> > > > >
> > > > > The most important thing is to ensure that players keep a handle
> to
> > > > their
> > > > > ragdoll when they die (the from scratch sdk is broken in that
> > respect)
> > > -
> > > > I
> > > > > don't know what the HL2MP code is like for it, you'll also
> probably
> > > want
> > > > > server side ragdolls to really take advantage of it.
> > > > >
> > > > > Ging
> > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > I would love to keep the first-person-view when a player dies,
> > > instead
> > > > of
> > > > > > a
> > > > > > third-person-view over the ragdoll. (which would be fun when you
> > > body
> > > > > > flies
> > > > > > through the air)
> > > > > > It's quite hard I suppose, since a new entity, the ragdoll, is
> > > created
> > > > and
> > > > > > you can't exactly get the position of the eyes of the ragdoll.
> > > > > >
> > > > > > Any idea's?
> > > > > >
> > > > > > Robbie
> > > >
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> > > >
> > > >
> > >
> > >
> > > --
> > > Lead Programmer for Resistance and Liberation
> > > www.resistanceandliberation.com
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> > >
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> > > please visit:
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> > >
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>
>
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> www.resistanceandliberation.com
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>
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