Excessive ragdolling
- Internet-justice
- Posts: 97
- Joined: Mon Mar 25, 2013 4:26 pm
- Location: Portland Oregon
Excessive ragdolling
Ragdoll physics can be a lot of fun, but lately they have been abused and spammed resulting in server crashes. Can we have a rule against this?
You may know me as Mr. Braun
Re: Excessive ragdolling
orly now? I think there's only like 3 admins (that actually still play) that can ragdoll. Unless mods can ragdoll, but I'm pretty sure not. And I think this would be better in the complaint department, but this should do just fine.
Re: Excessive ragdolling
Give me the names of the admins who are doing that. They should NOT be doing this.
"You know what the first rule of flying is? ...Love. You can learn all the math in the 'verse, but you take a boat in the air you don't love, she'll shake you off just as sure as the turning of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurting 'fore she keels. Makes her a home."
- Internet-justice
- Posts: 97
- Joined: Mon Mar 25, 2013 4:26 pm
- Location: Portland Oregon
Re: Excessive ragdolling
No, I mean the ragdoll physics on dead bodies. Things like picking up bodies and banging them into walls.
You may know me as Mr. Braun
Re: Excessive ragdolling
OH!
I'll look into disabling them all together, anything to stop server crashes.
I'll look into disabling them all together, anything to stop server crashes.
"You know what the first rule of flying is? ...Love. You can learn all the math in the 'verse, but you take a boat in the air you don't love, she'll shake you off just as sure as the turning of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurting 'fore she keels. Makes her a home."
Re: Excessive ragdolling
Yeah, It is the physics that are doing it. So basicly when a player is killed, the player turns into a ragdoll. Garry's Mod then forces the ragdoll to the ground, this is our problem. The physics are messed up at the moment.
Solution:
sv_removecrazyphysics 0
or:
I would suggest using the code... If that does not work, let me know and I will tweak the numbers.
Solution:
sv_removecrazyphysics 0
or:
Code: Select all
-- The only truly effective way to prevent all kinds of velocity and
-- inertia is motion disabling the entire ragdoll for a tick
-- for non-ragdolls this will do the same for their single physobj
hook.Add("Think","AMB_CrashCatcher",function()
for k, ent in pairs(ents.FindByClass("prop_ragdoll")) do
if IsValid(ent) then
if ent.player_ragdoll then
if ent:GetVelocity( ):Length() >= 1500 then
for i=0, ent:GetPhysicsObjectCount()-1 do
local subphys = ent:GetPhysicsObjectNum(i)
if IsValid(subphys) then
subphys:EnableMotion(false)
end
end
ServerLog("[!CRASHCATCHER!] Caught velocity > 1500 on a ragdoll entity, negating velocity and temporarily disabling motion.\n")
timer.Create( "AMB_ReEnable_Motion", 2.5, 1, function()
if IsValid(subphys) then
subphys:Wake()
end
end)
end
end
end
end
end)