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[Mutator]Ragdoll Madness
http://www.runestorm.com/forums/viewtopic.php?f=34&t=46531
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Author:  darkonxy [ Thu Nov 22, 2007 4:27 am ]
Post subject:  [Mutator]Ragdoll Madness

This is ragdoll madness, this rocks with UT2004 or BW
heres some of my screenie and the link,
Vital note:Turn of the damage types to fully experience it
[br][img width=800 height=600]../../files/public/1195727232_145_FT0_shot00234_.jpg[/img][br]
dead or really just faking?
see for yourself :D
http://gearsforums.epicgames.com/showth ... p?t=586062
questions, comments?

Author:  James [ Thu Nov 22, 2007 10:42 am ]
Post subject:  [Mutator]Ragdoll Madness

wow....
that is a really cool mod. i watched the video on the link.

*Edit

I just played this for almost an hour, playing dead is so awesome. The bots actually fall for it sometimes, they will trick you on occasion as well. This mod goes great with BW!

and yes turn off the damage types like dark said, its under the ragdoll weed config.

Author:  darkonxy [ Thu Nov 22, 2007 1:44 pm ]
Post subject:  [Mutator]Ragdoll Madness

James wrote:
wow....
that is a really cool mod. i watched the video on the link.

*Edit

I just played this for almost an hour, playing dead is so awesome. The bots actually fall for it sometimes, they will trick you on occasion as well. This mod goes great with BW!

and yes turn off the damage types like dark said, its under the ragdoll weed config.

they do in terms trick you into thinking you smoked em but you didn't because with weeds you temporarly knock your opponent down alowing you to finish him off, there are few bugs i've noticed with this anyways
also feel free to post screen shots with the mutator

Author:  James [ Thu Nov 22, 2007 1:49 pm ]
Post subject:  [Mutator]Ragdoll Madness

i dont think screen shots can explain the mod, it needs to be seen in action.

Author:  darkonxy [ Thu Nov 22, 2007 4:08 pm ]
Post subject:  [Mutator]Ragdoll Madness

James wrote:
i dont think screen shots can explain the mod, it needs to be seen in action.

true it'd be nice if some1 could show a video of this for BW, Any takers :D ?

Author:  Tyster [ Thu Nov 22, 2007 7:27 pm ]
Post subject:  [Mutator]Ragdoll Madness

Every time I click on the download zip link, my connection times out. Would it be legal to post the mod here?

Author:  James [ Thu Nov 22, 2007 9:03 pm ]
Post subject:  [Mutator]Ragdoll Madness

only with the authors permission.

Author:  darkonxy [ Fri Nov 23, 2007 7:53 am ]
Post subject:  [Mutator]Ragdoll Madness

still try and watch the video first it tells you alot about the mod
Edited*
this will may be possible for online play I'll check it out later

Author:  darkonxy [ Sun Nov 25, 2007 7:47 am ]
Post subject:  [Mutator]Ragdoll Madness

I hope shadowblade sees this, it could realy improve the realism for this mod

Author:  James [ Sun Nov 25, 2007 10:42 am ]
Post subject:  [Mutator]Ragdoll Madness

yeah i know, i was thinking that this could be used for maybe some matrix style moves or acrobatics.... idk. any thing would be awesome.

Author:  Dark_Watcher [ Wed Nov 28, 2007 10:56 am ]
Post subject:  [Mutator]Ragdoll Madness

so it's like this.
[br][img width=800 height=595]../../files/public/1196268460_223_FT46531_play_dead_.jpg[/img][br]

it's fun but this is what I see last now a days.

[br][img width=800 height=539]../../files/public/1196268937_223_FT46531_end_game_.jpg[/img][br]

Author:  Kaboodles [ Wed Nov 28, 2007 11:33 am ]
Post subject:  [Mutator]Ragdoll Madness

It would be very easy to tell if a player's really dead or not by checking if he dropped his weapon. I always try to pick up dropped weapons, unless he was holding a grenade. Then I wait.

Author:  Bjossi [ Wed Nov 28, 2007 12:25 pm ]
Post subject:  [Mutator]Ragdoll Madness

darkonxy wrote:
I hope shadowblade sees this, it could realy improve the realism for this mod


If you mean it would be cool to add this to BW, that is unnecessary if this mutator is fully compatible with it.
But we could make a new downloads section with links to interesting mutators that work well with BW.

Author:  James [ Wed Nov 28, 2007 2:25 pm ]
Post subject:  [Mutator]Ragdoll Madness

yeah bjossi is right, and also Haze is gonna be amazing(I hear it will be a PS3 exclusive or a timed exclusive).

Author:  Kaboodles [ Fri Nov 30, 2007 2:56 am ]
Post subject:  [Mutator]Ragdoll Madness

This is a lot of fun, especially the Weeds and Physics mutators. Too bad this could never, ever work on mutiplayer.

Author:  James [ Fri Nov 30, 2007 11:25 pm ]
Post subject:  [Mutator]Ragdoll Madness

I am sure there is a way, never say never :P

Author:  OCAdam [ Sat Dec 01, 2007 7:24 am ]
Post subject:  [Mutator]Ragdoll Madness

Hey, make sure NOT to use Ragdoll Madness with a level using xFalling volumes, the game WILL crash if someone ragdolls and goes into one (I mean ragdoll by the mut, not a truely dead guy's ragdoll)!

Author:  James [ Sat Dec 01, 2007 10:37 am ]
Post subject:  [Mutator]Ragdoll Madness

yeah i think we all have experienced that.... it sucks.

Author:  OCAdam [ Sat Dec 01, 2007 11:02 am ]
Post subject:  [Mutator]Ragdoll Madness

James wrote:
yeah i think we all have experienced that.... it sucks.


My experience was from my own map... >_> That's the only reason why I knew it was the xFallingVolume that did it. These volumes will gib the player, and that is why the game doesn't like the Ragdoll Mut and crashes.

Author:  James [ Sat Dec 01, 2007 12:45 pm ]
Post subject:  [Mutator]Ragdoll Madness

yeah, the author even mentioned it in the link to the mod.

Author:  OCAdam [ Sat Dec 01, 2007 12:46 pm ]
Post subject:  [Mutator]Ragdoll Madness

James wrote:
yeah, the author even mentioned it in the link to the mod.


[LimozeenVoice] Well I didn't read that!!![/LimozeenVoice] >_>

Author:  James [ Sat Dec 01, 2007 1:07 pm ]
Post subject:  [Mutator]Ragdoll Madness

well maybe you should :D

Author:  Captain Xavious [ Tue Dec 04, 2007 6:02 am ]
Post subject:  [Mutator]Ragdoll Madness

Does anyone know if there is a medic's kit out there somewhere for UT2004?

If you combine the Ragdoll Madness: Weeds mutator with the bloodloss mutator, you could have some pretty awesome tactical gameplay.

If you set the Weeds mut to make them ragdoll from a 50 point hit, and have them ragdolled for a long time, maybe 30 seconds or more, and combine that with a bloodloss that drains when you get below 75, and it drains the health fast, you would have some awesome gameplay. Only problem, of course, is that if you're down, your only hope is from a medic, which could actually have a lot of use, even if the game is fast paced. If you're disabled, you are ut of the game until you die and respawn or get healthed back up.

Author:  UndeadRoadkill [ Sat Feb 09, 2008 4:13 pm ]
Post subject:  [Mutator]Ragdoll Madness

Captain Xavious wrote:
Does anyone know if there is a medic's kit out there somewhere for UT2004?

If you combine the Ragdoll Madness: Weeds mutator with the bloodloss mutator, you could have some pretty awesome tactical gameplay.

If you set the Weeds mut to make them ragdoll from a 50 point hit, and have them ragdolled for a long time, maybe 30 seconds or more, and combine that with a bloodloss that drains when you get below 75, and it drains the health fast, you would have some awesome gameplay. Only problem, of course, is that if you're down, your only hope is from a medic, which could actually have a lot of use, even if the game is fast paced. If you're disabled, you are ut of the game until you die and respawn or get healthed back up.


I just tried this mut, and I find it gets really interesting when you turn damagetypes ON (as opposed to what others have said) and specify your own damage types. I have mine set right now so that any BW explosive will cause it, any BW shotgun, the MRS138 taser, and the gas grenade (like it causes temporary loss of consciousness). Any shotgun can now clear a room, but you have to deal with all the guys that were only knocked down. You can toss a grenade into a room, and rush in after the blast to a pile of bodies, but you don't know who is going to get up and blast you. Too bad the author only provided for only four damage types to be used, this could add more depth to a lot of things.

I tried bloodloss, but I don't like playing with it because it uses red blood for all species types. It would be cool if RS incorporated the idea in some kind of tactical mod, and they could make the blood match all of their custom effects.

Author:  Faceless [ Sun Feb 17, 2008 3:45 am ]
Post subject:  [Mutator]Ragdoll Madness

UndeadRoadkill wrote:
I just tried this mut, and I find it gets really interesting when you turn damagetypes ON (as opposed to what others have said) and specify your own damage types. I have mine set right now so that any BW explosive will cause it, any BW shotgun, the MRS138 taser, and the gas grenade (like it causes temporary loss of consciousness). Any shotgun can now clear a room, but you have to deal with all the guys that were only knocked down. You can toss a grenade into a room, and rush in after the blast to a pile of bodies, but you don't know who is going to get up and blast you. Too bad the author only provided for only four damage types to be used, this could add more depth to a lot of things.

I tried bloodloss, but I don't like playing with it because it uses red blood for all species types. It would be cool if RS incorporated the idea in some kind of tactical mod, and they could make the blood match all of their custom effects.



Could you kindly do me the favor of telling me what those damage type codes are, or at least the specific place where I should look to extract them? Thank you.

Author:  SHAD0Wdump [ Sun Feb 17, 2008 3:59 pm ]
Post subject:  [Mutator]Ragdoll Madness

I think posting them lines would be useful to us lower species. %-6

Author:  Kaboodles [ Sun Feb 17, 2008 6:56 pm ]
Post subject:  [Mutator]Ragdoll Madness

BallisticV21.DT_BWExplode
BallisticV21.DT_BWShell
BallisticV21.DTT10Gas
BWBPOneV21.DTMRS138Tazer

Author:  SHAD0Wdump [ Sun Feb 17, 2008 11:38 pm ]
Post subject:  [Mutator]Ragdoll Madness

Thanks,those can make for a interesting game. !lol

Author:  UndeadRoadkill [ Tue Feb 19, 2008 3:33 am ]
Post subject:  [Mutator]Ragdoll Madness

Sorry, didn't see the replies. I ended up adding the 'special' category of junk and replacing the gas with all junkwars weapon damage, which is JunkWarV21.DTJunkDamage, if you're interested.

Author:  Glosmostinex [ Sat Mar 29, 2008 10:29 pm ]
Post subject:  [Mutator]Ragdoll Madness

OCAdam wrote:
Hey, make sure NOT to use Ragdoll Madness with a level using xFalling volumes, the game WILL crash if someone ragdolls and goes into one (I mean ragdoll by the mut, not a truely dead guy's ragdoll)!


First, sorry for the Bump... B)

but I was testing this, and I ragdolled myself in face and plunge(and in another map that I don't remember), and no problems...

one bizzarre thing is when you use a mecha skaaj, release the clip of the pineapple, ragdoll yourself, and see how your skaarj is in a nice bubbly skin(the engine default). however, in a human he explodes normally. 8)

and why this doesn't work multiplayer? or LAN?

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