Difference between revisions of "Ragdoll"

From Team Fortress Wiki
Jump to: navigation, search
m (Applied filters to Ragdoll (Requested on User:WindBOT/PageRequests))
Line 1: Line 1:
 
{{stub}}
 
{{stub}}
'''Ragdoll''' is a physics generated feature of the game. When a player is killed but not [[Gib|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.  
+
'''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.  
  
 
Whilst this feature does not add to the gameplay, it is almost a staple of most first person shooters and is regarded to be highly amusing nonetheless.  
 
Whilst this feature does not add to the gameplay, it is almost a staple of most first person shooters and is regarded to be highly amusing nonetheless.  

Revision as of 02:59, 7 September 2010

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 add to the gameplay, it is almost a staple of most first person shooters and is regarded to be highly amusing nonetheless.

Following certain patches, each class now has a custon 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.