Difference between revisions of "Ragdoll"

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(Nothing more to add. It really can't be expanded, so it shouldn't be a stub.)
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{{Quotation|'''The Sniper''' on the corpses of his defeated enemies|You'd best keep lyin' down!|sound=Sniper_specialcompleted07.wav}}
 
{{Quotation|'''The Sniper''' on the corpses of his defeated enemies|You'd best keep lyin' down!|sound=Sniper_specialcompleted07.wav}}
  
 
[[File:ragstab.png|250px|right|thumb|A Sniper ragdolls after being backstabbed]]
 
[[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.  
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A '''ragdoll''' is a limp, physics-modeled prop in the [[Source]] engine. When a player is killed but not [[gib]]bed, a ragdoll skeleton and pre-rendered animations are used to realistically animate the collapsing body. The impulse of the killing blow will throw the ragdoll, so that the dying player reacts to the physics of the shot instead of falling down on the spot.
  
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.
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While this feature does not affect the gameplay, it has great 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.  
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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]]. Their corpses become ragdolls after the animation ends.
  
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.  
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Ragdolls have different behaviors depending on the viewpoint of the player. Client side, the player's ragdoll will be thrown with much more force, whereas all other ragdolls will appear to react normally. The same is true for all other players--their own corpse will move much further than other corpses.  For example, if a player is headshot by a foe, his body might fly across the map, but other people will only see the player falling down.
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 06:31, 12 December 2010

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

A ragdoll is a limp, physics-modeled prop in the Source engine. When a player is killed but not gibbed, a ragdoll skeleton and pre-rendered animations are used to realistically animate the collapsing body. The impulse of the killing blow will throw the ragdoll, so that the dying player reacts to the physics of the shot instead of falling down on the spot.

While this feature does not affect the gameplay, it has great 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. Their corpses become ragdolls after the animation ends.

Ragdolls have different behaviors depending on the viewpoint of the player. Client side, the player's ragdoll will be thrown with much more force, whereas all other ragdolls will appear to react normally. The same is true for all other players--their own corpse will move much further than other corpses. For example, if a player is headshot by a foe, his body might fly across the map, but other people will only see the player falling down.