Blind Sniper asked the following question: Is is possible to feign your death?
Thought I saw a Mutator for this. Here it is: Ragdoll Madness
http://www.megaupload.com/?d=GVLLE4CGWow, this is cool. Took me a little to understand. Configure mutator to "Ragdoll Madness: Base Mutator"
Choose how long you want to fake your death. For instance 15 seconds.
In game, when you wish to fake death: Type:" Tilde(~)mutate toggleragdoll
that's it. you fall over dead. It's soooo cool. After the selected time, you pop up alive and well. Boom!!!! you make your kill.
- Ragdoll Madness: Base mutator
: Cut & Paste from the "Read Me" file....."This will give the players the possibility to feign death or turn into ragdoll mode in some other cases.
Actually the AI doesn't make any difference with a feign-deathing player and a normal-mode player.
See just above to know how to use the feign death feature.
configurable properties:
>Feign death time: The maximum time allowed to keep feigning death (0.0 = no limit)
>Jump pads madness!: This crazy feature will force every player that use a JumpPad to be turned in ragdoll mode before jumping. Let's feel all the fun of DM-Plunge or DM-Sulphur
>Get-up dodge: As a player turn from ragdoll mode to normal mode, he will try to do a little dodge if he doesn't throw himself out of the map. If false, he will just do a little jump.
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- Ragdoll Madness: Weeds
The players will be more sensible with some type of attacks and fall down of pain.
YOU MUST ADD the previous Base mutator if you want this one to work!
configurable properties:
>Fall-down damage: The minimal amount of damage that will make a player fall.
>RagdollDuration: The time a fallen player will stay down.
>Only specific damage types: If true, the players will be sensible only with the four following damage types.
description of the defaults damage types set (they could be difficult to configure; only for advanced users):
Damage Type 1: Class'Engine.fell' --> when a player take falling damage. Funny and realistic results
Damage Type 2: Class'Onslaught.DamTypeRoadkill' --> when a vehicle run into a player. So they will be more difficult to kill by running into them.
Damage Type 3: Class'XWeapons.DamTypeShieldImpact' --> The Shield gun's damage type. To make melee fights more attractive.
Damage Type 4: Class'SkaarjPack.MeleeDamage' --> Monster's melee damage. Funny results with big monsters. Just try with Unreal 4 ever's Goro
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- Ragdoll Madness: Physics
This complex mutator will allow you to modify the ragdolls physics properties. You can edit it in a funny, realistic or what way you want.
>Air friction(angular vel): Difficult to explain. This value adds resistance against angular velocity of ragdolls. <0.0 = ragdolls rotating faster and faster, ~0.0 = No or little dicrease of rotating velocity, >7.0 = Ragdolls look like moving statues
>Air friction(linear vel): Difficult to explain too. This value adds resistance against linear velocity of ragdolls. <0.0 = ragdolls accelerating while they're in air, ~0.0 = No dicrease of velocity, >7.0 = Difficult to move a ragdoll: it will immediately stop.
>Gravity scale: Ragdolls' dependance of gravity.
>Ragdoll Mass: The simulated mass of the ragdolls. High value = difficult to move a ragdoll, it will look very heavy.
>Velocity restitution: The bounciness of ragdolls. <0.0 = No bounces, 1.0 - 2.0 = little moves of arms and legs and powerful bouncing, >6.0 = Flubber-mode
>World Friction: The bodies friction with the world's geometry. <0.0 = Ragdolls gliding on the ground, 1.0 = smoothed velocity dicrease, >2.0 = high friction: ragdolls will stop very strongly when they hit something and could get stuck easily in some objects.