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fixing havok physics

This is a discussion on fixing havok physics within the FH2 Suggestions forums, part of the Battlefield Mod: Forgotten Hope category; I know the havok phisics for dead bodies is the same all the time. But is there a way of ...

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Old November 20th, 2006
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Default fixing havok physics

I know the havok phisics for dead bodies is the same all the time. But is there a way of changing how each thing that kills a person reacts with him (physics wise). what I mean is, is there a way to make it so that if a soldier is running perpendicular to a sniper and gets the snipers shot in the head, he wouldn't flip over diagonally foward and sideways (away from the bullets hitting position) but instead would simply flop foward in the direction he was moving. I guess, if this was possible, it would entail making bullets have alot less of a 'punch'. Also, a tak shell (which realistically should blow a soldier to bits (Don't lets argue this, that's besides the piont) would simply cause the units to be pushed backwards (in the direction the shell was fired) and not with enough force to make them fly in the air. The real things that can remain as 'gravity bombs' should be artillery shells, mortar shells. If there are anti-personelle mines in FH2, they should react the same way as grenades. In this case, the victim should simpy die according his initial direction of movement. Besides the cloud of duct and explosion, he shouldn't be forced in any other direction...
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Old November 20th, 2006
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Default Re: fixing havok physics

I doubt any changes of this sort are possible.
If it would be possible, i'd be all for it, but with a low priority.
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Old November 20th, 2006
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Default Re: fixing havok physics

Would it be possible to make the soldier "heavier" as it were, so that the shell simply doesn't have enough power to throw him into the air? Said gravity bombs should be thus powerful enough to fling the soldier around but smaller ones wouldn't. I know in BF2 Battleracer Mod made the DPV "lighter" to make going over jumps easier but I don't know if it could be applied to player models. In any case it's a step in the right direction.
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Old November 20th, 2006
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Default Re: fixing havok physics

Aye, more friction and weight in the ragdoll joints.
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