in other words, lets first ask (state) the problem.
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then we need to hypothosize (brain storm) an outcome and try to visualize a ragdoll effect in real life (easily done with k-nex dudes
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torso {3}) . then the current position of the legs will manuvere in the same way of the arms but towards the the direction of the projectiles pervious velocity. that is the legs will ben at the knees {2}. then the head will arc towards the chest {1}. after that its time for momentium to kick in along with rotation and inertia. the entire body will rotate away from the projectile (clockwise if coming from the left and vise versa) with equal velocity but descreasing momentum, after that inertia will spread the limbs apart (like gravity versus friction does to sky divers) and out wards.
thus will be the outcome of a projectile hiting a human chest at 30kph . now that the 'rag doll' effect has been explained we just need to hypothosize a solution to the problem. how would we do it?
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if this limb is rotated (shoulder in the center) a radius is created (the length of the arm) . therefor two joints are seen, the elbow at
dx = x + (radius * cos(image_single*30 * 3.14 / 180));
dy = y - (radius * sin(image_single*30 * 3.14 / 180));
instance_create(dx,dy,elbowjoint)
and the shoulder at 0 (bounding x sign in sprite editor menu)
thats pretty baisic limb function (radius = the length of the are from shoulder to elbow)
the lower arm can be placed at the elbow joint (in step event jump to elbowjoint.x,.y)
so there ya have it, the same function can be done for the rest of the joints.
all that we need now is to figure out how to make thus function work for MULTIPLE objects. and of course the code that states the ragdoll effect for each limb as stated above.
we can do this if we work as a team

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