ballistica
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if we're knocked out, don't flail our legs and arms when airborn
Description
Let's keep this here in the meantime.
Type of Changes
Type | |
---|---|
✓ | :bug: Bug fix |
This can pass into scenev1 if flailing doesn't really affect anything in the physics simulation
This would slightly affect physics sims in some cases: older clients would be simulating with flailing limbs while the servers they are connected to would not, so there'd be some popping and resyncing until everyone got the update. But I don't think that would be too problematic.
Rather my main question with this would be: does it make things funnier or improve gameplay? The knockout mechanism is kinda meant to just mean that a character is too stunned to stand; I don't think it breaks any logic if they still wave their arms when flying through the air. Right now one can tell at a glance if a flying character is alive or dead by whether they are flailing, but this would complicate that. And I worry that a large percentage of events that launch a character through the air would also knock them out, meaning that we could essentially just be removing flailing, which is no fun.
So anyway I'm probably against this for those reasons, but I do want to be receptive to other opinions if you feel it is an improvement.
@efroemling i think it's funny because the character would be like a rag doll every time he goes flying, whether due to a punch or an explosion, the death animation could be modified a little to avoid confusion with living and dead people, if that's what it is what you mean...
@VinniTR can you show us a comparison video between the old behavior and the new one so we could compare the funni value?
@VinniTR can you show us a comparison video between the old behavior and the new one so we could compare the funni value?
i dont know how :cc