Garry's Mod

Garry's Mod

RagDecay
Suggestions
I think the rag dolls should decay slower in water because in real-life bodies decay slower under water. It'll be a pretty neat feature.
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Aksolo 16 jan, 2024 @ 8:52 
a new phase which turns the body into a skeleton
i think the clothes on the ground would be hard to render
How about more customization? Like being able to remove the 'pool' or changing the material of the ragdoll when it decomposes.
Aksolo 20 feb, 2024 @ 13:41 
Ursprungligen skrivet av Raco:
i think the clothes on the ground would be hard to render
hey, it can always be without the clothes
Thorny Rose 6 jun, 2024 @ 9:40 
flies from hl2 update
Rotatable 18 jun, 2024 @ 15:22 
make a feature that burning ragdolls turn into burned corpses
local initialFPS = 30
local incrementAmount = 10
local fpsIncreaseInterval = 1 -- Time in seconds between each FPS increase
local maxFPS = 300 -- Maximum FPS limit (adjust as needed)
local cullDistance = 1000 -- Distance threshold for off-screen culling

local function ApplyFPSLimit(fps)
if fps > maxFPS then
fps = maxFPS
end

local frameTime = 1 / fps
-- Note: Actual FPS control may need different methods or external tools
end

local currentFPS = initialFPS
ApplyFPSLimit(currentFPS)

local function IncreaseFPS()
currentFPS = currentFPS + incrementAmount
ApplyFPSLimit(currentFPS)
end

timer.Create("FPSIncreaseTimer", fpsIncreaseInterval, 0, IncreaseFPS)

local function BruteForceCull()
local player = LocalPlayer()
if not IsValid(player) then return end

local playerPos = player:GetPos()

for _, ent in ipairs(ents.GetAll()) do
if IsValid(ent) and ent:IsSolid() and not ent:IsPlayer() then
local entPos = ent:GetPos()
local distance = playerPos:Distance(entPos)

-- Check if entity is within the culling distance
if distance > cullDistance then
ent:SetNoDraw(true) -- Disable rendering
else
ent:SetNoDraw(false) -- Enable rendering
end
end
end
end

timer.Create("BruteForceCullTimer", 0.5, 0, BruteForceCull)
Make that into a mod
BOOM
You're even more famous
ragdolldecay_sound 0 to remove decaying sound
Make this apply to DRGbase
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