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Question by Ozzyel-PT · Sep 04, 2013 at 08:56 PM · forceragdollcloned

Add force on Instantiated Ragdoll

Hello.

I want to make a cloned ragdoll fly by an explosion. I have an animated character and when it dies a ragdoll whit same bones position is cloned. So I can't make the ragdoll fly when the explosion kills the character. I got this so far: On char Script.........

function Dead() { var clone : Transform; clone = Instantiate(ragDollClone, transform.position, transform.rotation); CopyTransformPosition(transform, clone); clone.rigidbody.AddForce(100.0 * (clone.rigidbody.position - _rocketPrefab.explosionPos)); Destroy (gameObject); alreadyDead = true; }

 static function CopyTransformPosition (src: Transform, dst: Transform) {
     dst.position = src.position;
     dst.rotation = src.rotation;
     dst.gameObject.active = src.gameObject.active;
     for (var child: Transform in dst) {
         var curSrc = src.Find(child.name);
         if (curSrc) CopyTransformsRecurse(curSrc, child);
     }
 } 

On rocket(Explosion) Script........

 function OnCollisionEnter (collision : Collision) {
     var explosionOrigin : Vector3 = transform.position;
     var colliders : Collider[] = Physics.OverlapSphere (explosionOrigin, radius);
     
     for(var hit : Collider in colliders){
         if (hit.rigidbody){
             hit.rigidbody.AddExplosionForce(power, explosionOrigin, radius, explosiveLift, ForceMode.Impulse);
             explosionPos = explosionOrigin;
             Destroy(transform.gameObject);
                 explosionDamage = (1/((hit.transform.position - explosionOrigin).sqrMagnitude))*160;
                 hit.transform.SendMessage("ApplyDamage", explosionDamage, SendMessageOptions.DontRequireReceiver);
             
         }
     }
 }

Thanks in advanced.

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Answer by Ozzyel-PT · Sep 04, 2013 at 11:03 PM

I've just figured it out. I had to add the root joint to the script, some like:

 clone.Find("Reference/Hips").rigidbody.AddForce((clone.Find("Reference/Hips").position - _rocketPrefab.explosionPos) * Mathf.Abs((1/(clone.Find("Reference/Hips").position - _rocketPrefab.explosionPos).sqrMagnitude))*120, ForceMode.Impulse);

It worked fine for me, character flies in opposite direction of explosion depending on its distance.

Hope it helps someone.

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avatar image samurai926 · Dec 19, 2014 at 07:56 PM 0
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This worked for me, thanks!

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