![]() ![]() This is believed to be intentional behavior to reduce performance/networking costs. They do not collide with themselves either, unlike client-side ragdolls. These server-side death ragdolls will collide with physics objects and beyond, like any prop_ragdoll, but they are marked as debris and do not collide with each other. The NPC dies on fire while in Alyx darkness mode.The NPC is killed by a vehicle in singleplayer.The NPC is inside the volume of a trigger_serverragdoll.However, a NPC will become a server-side ragdoll while it's under any of the following conditions: Unlike server-side prop_ragdolls, these client-side ragdolls are handled completely on a per-client basis and are much cheaper and simpler than their server-side counterparts, at the expense of being virtually nonexistent on the server, being inconsistent across client perspectives, and only colliding with entities that have physics objects on the client (e.g. When a NPC/player dies or an entity receives the BecomeRagdoll input, it normally creates a client-side ragdoll and copies most of its animation and visual data to it. ![]()
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