Difference between revisions of "Ragdoll"

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    {{Quotation|'''The Sniper''' on the corpses of his defeated enemies|You'd best keep lyin' down!|sound=Sniper_specialcompleted07.wav}}
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[[File:ragstab.png|250px|right|thumb|A Sniper ragdolls after being backstabbed]]
  
 
'''Ragdoll''' is a physics generated feature of the game. When a player is killed but not [[gib]]bed, the player's position is replaced with a ragdoll in reference pose. Soon after, the body and limbs will react in a realistic fashion depending on the velocity and direction of the impact.  
 
'''Ragdoll''' is a physics generated feature of the game. When a player is killed but not [[gib]]bed, the player's position is replaced with a ragdoll in reference pose. Soon after, the body and limbs will react in a realistic fashion depending on the velocity and direction of the impact.  

Revision as of 02:15, 14 October 2010

You'd best keep lyin' down!
The Sniper on the corpses of his defeated enemies
A Sniper ragdolls after being backstabbed

Ragdoll is a physics generated feature of the game. When a player is killed but not gibbed, the player's position is replaced with a ragdoll in reference pose. Soon after, the body and limbs will react in a realistic fashion depending on the velocity and direction of the impact.

Whilst this feature does not affect the gameplay, it does greatly contribute to the visual appeal. Since the introduction of physics engines, ragdolls have become staple of most first person shooters and are regarded to be highly satisfying and amusing to watch.

Following certain patches, each class now has a custom death animation that plays upon being killed by certain attacks such as a headshot or backstab. A ragdoll is placed in the ending animation position after it has played.

Ragdolls are known to perform differently depending on whether they are client side (viewed from the player's point of view). Client side, the player's ragdoll will be thrown with much more force, whereas all other ragdolls with react normally. Actions such as headshotting a player on a tall building, for example, might send them flying across the map, while other people will only see the player falling down.