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Are rag doll physics client sided when playing multiplayer?
I'd assume so, because you can adjust it in your own settings.
Just wondering, because it would mean that anyone could, for example, mod their game to see slow motion ragdoll effects just for fun, or have amped speed up to 40.
It also means people can't laugh together over ragdoll physics while playing because it's different per client.
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If you've figured it out then what's the point of asking? :p
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:) I was just trying to generate discussion about client sided features, maybe there's someng else that client sided?
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:) I was just trying to generate discussion about client sided features, maybe there's someng else that client sided?
Well, pretty much everything :P
It's like asking what we think of the weather. The weather now? Yesterday? Tomorrow? 50 years before? Here? There? Huh? :D
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Yes, they are fully client-side (don't expect any synchronization between different clients, their positions may differ a lot, even with the same settings). They run at a fixed framerate (visible with low gamespeeds, try /gamespeed 10).
There are lots of options for ragdolls, try typing /ragdoll then pressing Tab several times.
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