@Ruthberg Yes I saw that video before posting this issue. maybe I should be more precise to explain what I want.
hit animation would probably be better in that case.
the ragdoll however has a different advantage:
2: when a soldier gets shot in his leg/foot, it doesn't matter, which kaliber it was. He will go down. When the animation is a Ragdoll with a "fake" impact force, it should help the model to fall into the right direction.
In the video the next thing the victim does is run away, but our soldier should instinctively do something else. I mean he should go prone. The Ragdoll would hopefully make it look like an uncontrolled "go prone", when tweaked a bit.
I should have deleted that Line with "the first 9mm hit on the soldiers vest throws him backwards/on the ground"
because it is not supposed to "throw" him at all. As said: "No Hollywood flying though, please.". I just had some trouble uploading and didn't read the final version through, sorry.
unfortunately the controlled animation would fit the chest-, while the Ragdoll would fit the Legscenario and we probably can't have both.
@PvtDancer I dont see the calculation as a big problem, because it already is implemented (at least the functionality). you can see that scenario when a soldier gets hit by a car. It is the same thing. Speed and angle of the car are influencing the ragdoll. A bullethit is calculated, too, because there is a difference between regions of impact (e.g. head- and legshot). Car-collision = bullet-collision, just with much less impact. The only thing BI might need to do extra is a CPU version of the calculations they run on the GPU for the car-soldier-impact (I'm just guessing the calculations are done in GPU right now, only BI can say for sure).
@TTc30 it is not supposed to knock you down when get hit in the chest (sorry I explained it that bad). I am currently more annoyed of the lack of emotions, when a soldier gets wounded and because he doesn't fall when I shot his leg with a rifle. BI probably thought: "leginjury is not lethal -> Soldier may live", but they didn't implement a proper reaction (not blaming them). Now I think you could quite easily fake a dramatic scene, by using the same thing they did with car ramming. When you get knocked over by a car, you "ragdoll" down, but don't necessarily die. After the fall, the character should just switch to prone.
Did I make my point a bit clearer? What do you think?