update ragdoll, add todo
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4 changed files with 11 additions and 6 deletions
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@ -13,6 +13,7 @@ An in-dev game that I plan to make a shooter game out of.
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# Todo
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# Todo
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### High priority
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### High priority
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* Add ingame output of the console
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* Add tests
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* Add tests
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* Add guns. Try it in default roblox-ts and slowly reimplement it into our component system.
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* Add guns. Try it in default roblox-ts and slowly reimplement it into our component system.
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#### Medium priority
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#### Medium priority
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@ -28,3 +29,4 @@ An in-dev game that I plan to make a shooter game out of.
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### High Priority
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### High Priority
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#### Medium priority
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#### Medium priority
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##### Low priority
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##### Low priority
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* Sometimes I get errors in [`./src/ReplicatedStorage/ecs/systems/client/sprint.ts`](./src/ReplicatedStorage/ecs/systems/client/sprint.ts) due to the character not being initialized yet, should probably fix that before it gets worse with other systems
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@ -21,14 +21,12 @@ function sprint(_: World, client: clientState): void {
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})
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})
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}
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}
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if (client.isRunning && client.character) {
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if (client.isRunning) {
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client.character.Humanoid.WalkSpeed = 24
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client.character.Humanoid.WalkSpeed = 24
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return
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return
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}
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}
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if (client.character) {
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client.character.Humanoid.WalkSpeed = 16
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client.character.Humanoid.WalkSpeed = 16
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}
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}
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}
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export = sprint
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export = sprint
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@ -14,6 +14,8 @@ function playersArePlayerCharacters(world: World): void {
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model: character
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model: character
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}),
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}),
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PlayerCharacter({
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PlayerCharacter({
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// I know this is kinda dumb, "why not the model component!!!"
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// The model component doesnt retain types
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character: character as CharacterRigR6,
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character: character as CharacterRigR6,
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player: Players.GetPlayerFromCharacter(character) as Player,
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player: Players.GetPlayerFromCharacter(character) as Player,
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humanoid: character.WaitForChild("Humanoid") as Humanoid
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humanoid: character.WaitForChild("Humanoid") as Humanoid
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@ -8,7 +8,7 @@ import { Model, PlayerCharacter } from "ReplicatedStorage/ecs/components"
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*/
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*/
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function playersRagdollOnDeath(world: World): void {
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function playersRagdollOnDeath(world: World): void {
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for (const [_, playerCharacter, model] of world.query(PlayerCharacter, Model)) {
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for (const [_, playerCharacter, model] of world.query(PlayerCharacter, Model)) {
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if (!model.model) continue
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if (!model.model || !playerCharacter.character) continue
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playerCharacter.humanoid.BreakJointsOnDeath = false
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playerCharacter.humanoid.BreakJointsOnDeath = false
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@ -32,6 +32,9 @@ function playersRagdollOnDeath(world: World): void {
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v.Destroy()
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v.Destroy()
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}
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}
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})
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})
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// Makes it so their head doesn't just dangle
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playerCharacter.character.HumanoidRootPart.ApplyImpulse(Vector3.FromNormalId(Enum.NormalId.Back).mul(100))
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}
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}
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}
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}
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