I think, it will be great if scripters and mission makers will have manual control on ragdoll (simulation of unconscious state as example). Something like script commands: this enableRagDoll true; and this disableRagDoll "animation_name";
- Legacy ID
A similar feature would be a command like the one to disable input - disallow the player to move, and make him fall to the ground, but move and twitch occasionally.
This could be hard-coded to automatically apply to "unconcious mode", that you dont roll around and twitch like you are still alive, but "ragdoll" around until healed.
At least something like a switchMove "RagDoll". It would be usefull for pushing people over, or for revive scripts that don't need to re spawn people into the same place to get the ragdoll effect.
This is really needed. It would give us a way to have an alive soldier on the ground in a non static position as well.
I would go farther though and have the ability to ragdoll each individual limb. So that scripts could simulate broken or damaged limbs.
A ragdoll command for the entire body, then have ragdoll commands for LeftLeg, RightLeg, LeftArm, RightArm, Torso, Head, and possible hands and two separate ragdoll locations for each of the four limbs.
Perhaps some basic problem to be solved before... units falling into unconsciousness while playing an animation such healing (self or other unit), seems to be forced to continue/redo this animation after the unconscious state...