About this mod
Physics combat-focused mod that aims to overhaul ragdolls, partial ragdolls, active ragdolls, physics combat behaviour, environment interactions, you name it.
- Permissions and credits
- Donations
Like other physics mods have said before, it's obvious techland chose the easy way out with ragdoll physics. The ragdolls, once activated, are not half bad, but its a shame most of them activate only with the finishing blow, chained together with some wacky spinny cartoon death animation.
This mod aims to improve the combat physics and overall world interactions with said ragdolls, even adding some active ragdoll behaviour. No more weird death animations for zombies, dynamic ragdoll and partial ragdoll activation in combat, better falling, ragdoll on smack or push against walls, kicks performed in air will inflict ragdoll, zombies stumbling over eachother is possible too. Hell, any entity that's got a ragdoll definition set up will ragdoll, even demolishers (the big chunky zombs).
If you pick the Real directional-based attacks version, you get the more DL1 styled visceral ragdoll approach where ragdolls fall and react to weapons how you expect them to react. Now it actually matters where you hit a zomb. Head, Arms, Torso, Legs, all will have a different and dynamic reaction.
The other version is more close to the DL2 combat, with a not too precise hitreaction system.
More zombies mod and hard difficulty recommended!
Features:
- Huge cut content restore for hitreactions (like techland, why?)
- More realistic ragdoll
- Slightly better falling behaviour
- Dynamic ragdoll activation
- New combat ragdoll behaviours
- Ragdoll world interactions (walls, zombie domino's)
- Most kicks in-air now inflict ragdoll instead of some wacky spin-over animation
- New blunt and cut behaviors
- Stunned,bleeding,unstable enemies will ragdoll on hit
- Player -> zombie physics interactions (bumping, sliding)
- +More in the future!