Open DanilaFoxPro opened 5 years ago
If it doesn't have any effect in Half Life 2, why should it have any effect in GMod?
What "Effect" are you even expecting
It should enable collisions between ragdolls, as described here: cl_ragdoll_collide.
Maybe it's due to clientside props not having clientside physobjects? Try using the adv-resizer tool on a prop (this makes it create a clientside physobj) and see if the ragdoll collides after that.
But toolgun can't do anything with "non-Keep Corpses" ragdolls, even "ent_text" trace doesn't hit them.
I said use it on a prop, then see if the ragdoll collides with the prop.
Tested, doesn't collide.
Looks like it needs FVPHYSICS_PART_OF_RAGDOLL flag. So it only controls if ragdoll collides with other ragdolls.
Would be nice if it was 1 by default and also collided with props. But such is hl2mp_ragdoll
But ragdolls don't collide if this cvar is true, that's the issue.
Looking at its Valve Developer Community page's talk it's implied that it was working before.
Tested in retail version of Half-Life 2, it works!
Ragdolls collide with each other, but not with the player or props.
Seems like cl_ragdoll_collide doesn't work after Source SDK 2007 update, but sometimes if you use it, it can cause floating physics bug, if using it in later engine versions like 2006. I tested this command in engine versions like 2006, 2007, and in retail half-life 2 2004, and at steam version of half-life 2. In newer versions this command does nothing. If it's 2006 engine version, it can cause sometimes physics mayhem bug.
Details
Console command "cl_ragdoll_collide" doesn't have any effect on ragdolls, and I mean with "keep corpses" disabled, otherwise they collide anyway. Also tested in Half-Life 2, doesn't work either.
Steps to reproduce
"cl_ragdoll_collide 1" and shoot some NPCs.