PC All Fall Down

4sheetzngeegles

Well-known member
Why do players not fall down, like zombies do?

 Allow temporary gravity ragdolling "anytime" any entity is toppled. Not just after they die. If you topple a zombie
or they stumble, and they are engaged with a player, they are glued to the ground. The first time I noticed the
difference was when I was testing an area, and was invisble, A zombie jumped and stumbled on a walkable slope
and rolled all the way down before getting up. I became visible fought a zombie on the same slope and knocked him
down, and he stuck to where he fell. I then killed him and he proceeded to tumble down the slope.

One of the newest, coolest and potentially useful animations added is under used. The Zombie stumble and fall
It would be nice if it were a part of the human animation. That and the inclusion of being knocked down.

Right now the image that always comes to my head when I jump or I watch a stream, is of Bison's stomp
in street fighter you kind of float down on a cushion of air. If jumping from a high point fractures your leg, then
shouldn't the player have a fall animation to acknowledge it? The visual helps make it a part of the debuff. Honestly,
I know its not real but I personally, and streamers, react more to a fracture than the game itself, just the knowing
it's coming and the cracking sound alone cause the involuntary response of wincing sucking air and cussing.

When a person invests highly in parkour, landings should vary, even if you don't break your leg in game. Or a momentum
fall from running and jumping across elevated areas. Gravity works well for a few of the other objects ingame, it could
be applied to the player. When the danger meter is high, excessive running could cause a stumble and fall on uneven
terrain ingame. Also dropping a weapon. If you are debuffed in your arms swing damage should be severely limited.

Last partially related question, Why don't deer slump over and bleed out anymore?

Just thought of one more question, it's not just here but in many games that I have played that have combat.

Why or what is the rule that if you cause an explosion on the ground close enough to a less than a boss entitiy and get

them to go up it's basically instadeath but hit them directly and it takes multiple shots?

 
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I just wonder how vomit-inducing it would be to fall and ragdoll from a 1st person view. When control is taken away from the player and the screen is pitching in unanticipated ways it can really mess with our motion sickness responses.

I agree that from a gameplay standpoint it would be cool if we could get knocked around a bit. We wouldn't feel so invincible standing over the edge of our roof raining arrows down on the zombies below if there was a chance that something could cause us to stagger and ragdoll off the building...lol. But the camera view might make us spew our dinner into every crack of our keyboards as well...

 
Heh... I've ragdolled plenty getting out of vehicles (mainly the 4x4) and even rarely just walking around one.  It's actually rather annoying because not only do you fall flat, but it takes a second or two afterwards before you stand up again and can do anything.  I'm pretty sure that's just a bug and you're not supposed to ragdoll like that, but it tells me that I definitely wouldn't want that to happen regularly.

 
Interesting points! The inconsistent ragdoll physics on zombies definitely break immersion. Like a glitch in the matrix, unlike the smooth physics of the Slope Game, they should slide down slopes realistically before death. Adding stumble/fall animations for players, especially from heights, would enhance realism and player vulnerability. Debuffs leading to stumbles and weapon drops sound like great mechanics too. More reactive character physics overall!

 
You're right,  :rofl: I never thought about motion sickness. I only visualized it from third person. Watching

streams or playing Elden Ring. Wouldn't want to greenscreen everybody that plays, or then again would I. But I am still 

curious, what makes them stay glued in place if they are focused on you vs not? There is like a damage threshold before 

it works consistently  i don't mean if they are hit by some repulsion on a high tier melee weapon, and get knock back.

Since I mod the behavior, to get specific results then play the game. I will observe both invisible, and visible. There 

are often different results. Another interesting one, is my circle of life scenario, different entities with the same parameters

have different reactions. Multiple entities will fixate on me and attack, but when I'm not in the equation. Only

one zombie will attack and fight one animal at a time. even if more are in range. The difference is if it's the bear

or the cop, that probably happens because of the bear hand arc and distance.

 
I'm pretty sure that's just a bug and you're not supposed to ragdoll like that, but it tells me that I definitely wouldn't want that to happen regularly.
Yeh; as the current player ragdolling isn't a "real" implementation, it obviously hasn't been fine-tuned to be good enough for a common mechanic. As such it's real annoying. A proper version would be better of course, but it runs a massive risk of just being rage-inducing. The Rebirth overhaul has some zeds doing it to players, looks annoying - but I haven't tried it myself.

Valheim has knockbacks from "big" damage, and it's really frustrating at times - it's fine if you take a stupid hit yourself, but you can get stunlocked against a rock by a couple relatively weak opponents. That's the main way I die there, competing/collaborating with trying to dodge roll over a pebble and not getting anywhere... am I blaming my crappy positioning for my stupid deaths? Absolutely not! :)

 
Interesting points!
First welcome to the forum.

In retrospect, I have to agree with the visually descriptive first person view reference that @Roland stated. I wouldn't want to

add something that would make people physically sick. Scared, and a little apprehensive definitely, that's the nature of horror.

If it were over the shoulder view only, it would visually be acceptable, but like @theFlu added it would need to be adjusted.

I do still like the idea, of knock down gravity slope being consistent.  Now I have to see if I can figure it out for myself. 

That's the benefit of the forum, Ask anything, but only ask if you want an answer and not just validation. That's how I learn.

 
If friendly fire is turned on will a melee weapon with the Repulsor mod cause a player to get thrown back and rag doll? You could test it out to see if it is horrible. 

 
There are mods out there that have zombies that will ragdoll a player when the zombie hits the player. The view switches to third-person when that happens. I'm not sure how it's done, but it shouldn't be too hard to figure out. (EDIT: It's probably the "Ragdoll" action, see the "action_ragdoll_players" action sequence in gameevents.xml.)

It's also possible to add a camera shake, which won't disable the player but will disorient them a little bit. I use it in my "Bad Medicine" mod to add a little more "impact" when zombies hit players. You do it by listening to the "onOtherDamagedSelf" trigger, and use a "ShakeCamera" action, where the speed, amplitude, and time are all configurable in the XML.

Just giving you all some ideas.

 
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Lol!  I remember a guy here (I forget who) who used that on his wife when it was unintentionally doing that.  😁


I sent my buddy flying a couple of times when that was going on. Not just with the stun baton, but with the junk sledge, too.

 
I love physics in games and I honestly wish there was move of it. That being said, my assumption is rag dolls are compute expensive in an already compute heavy game. In order to add something like this it's not very conducive given the level of lag we already experience. Can you imagine lagging out in a rag doll on horde night? That is a guarantee given we already lag out hard anytime there is an explosion that affects a dozen entities.

 
Yes, this would create more natural reactions and make combat more dynamic. For example, when a player is tackled or a zombie is shoved on stairs, the momentum should continue—just like with objects. It adds unpredictability and immersion, much like the kind of chaos and realism players chase in fast-paced environments or when optimizing gameplay using tools and resources like those from ssegold. Ideally, ragdolling could resolve back into a standing animation, preserving gameplay control while enhancing realism.

 
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