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flying_corpse load-savegame crash


geegee

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I followed lophyte's 'flying corpse' Doom 3 tutorial and it worked perfectly.  

ragdoll (marauder1) bound to func_mover (thrower1), aimed at func_static (movepoint1) on other side of a func_fracture window with health=0.

trigger_once calls corpse_move1, which is lophyte's script copy/pasted w. name changes:

void corpse_move1 ()
{
   $thrower1.time(.4);
   $thrower1.moveTo ( $movepoint1 );
   sys.waitFor ($thrower1);
   $marauder1.unbind();
}

The ragdoll flies thru' window, breaking it, and falls to ground (as per last line in script).  Yippee!  So simple, for once.

However, I can't load a savegame of the map.  I reduced the problem to binding the ragdoll to the func_mover.  That alone causes the problem.

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It appears that if I bind the ragdoll to anything, e.g. an apple or hook, nothing to do with the func_mover, loading a save will crash the game.

Following lophyte's tutorial, after binding I used the property

'bindConstraint name1'  with the value 'ballAndSocket waist Hips'

Is that a mistake?

EDIT TO ADD - I think I solved it.

Yes, the problem is binding with the property/value above.  The last line of lophyte's script is to unbind the ragdoll, so it'll drop to floor rather than hang in the air stuck to the mover at the movepoint entity.  A save after that followed by a reload works and doesn't crash the game. 

So, I removed the bind/thrower1 property/value from the ragdoll, wrote a script saying

void corpse_bind ()
{
$marauder1.bind( $thrower1 );
}

and put in a trigger_once calling corpse_bind just before the trigger calling corpse_move.  With that setup I can save/reload everywhere.

So the flying body goes back into my WIP, problem free.

Edited by geegee
in case anyone wants to know the method
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