RAGDOLLDIVERS 1.1.0 - stealth options and experimental weapon feedback
- Added Stealth Functionality at the top of the menu: use Play Dead for enemy
concealment or switch stealth off for ordinary persistent ragdolling.
A few of you requested it, leave ragdoll shooting off, "play dead" is just a permanent ragdoll button from then-on and everyone is happy.
- Added independent experimental Arm recoil and Body knockback sliders. Turn
them up for exaggerated movement, including launching yourself with gunfire.
- Added individual force tuning for Liberator, Redeemer, Stalwart, JAR-5 and HMG,
plus general tuning for other supported projectile weapons.
- Added lightweight weapon/feedback details to the bug-report log.
Ragdoll shooting and both recoil settings remain experimental. Defaults are
shooting Off and recoil/knockback 0; existing settings and bindings are retained.
Start low and adjust to taste. I'd also recommend applying any fall damage mod for this, at your own discretion.
No extra force is applied for empty trigger clicks.
-Beam/flame weapons retain their firing behaviour without added propulsion (this will be looked at in future iterations).
-Arm movement may need to receive further refinement but for the time being
it just works bro frfr.
Bullet Storm barrel aiming remains a known issue, with shots potentially following the camera while ragdolled. This is an obviously challenging problem because I believe I remember the developers over at *rrow*ead gave it an individual barrel for every bullet just like the Metal Storm IRL. It's been very resource intensive chasing this and I've had to stop for the time being.
The latest test delivered the intended over-the-top recoil with no observed crashes or breakage. Unintended glitches and problems remain
absolutely possible.