Yes, physexplosions can be great for messing up a room.
I’ve also heard about the ability to snap a ragdoll to an animation frame, but I’ve never been able to make it work in my previous maps. The VDC talks about a field called “sequence” which is absent from the FGD and supposedly uses the first frame of the provided animation. There’s just one problem - it expects an integer, not a string.
That led me to look at prop_ragdoll’s code, where the actual name of the variable is m_nOverlaySequence, not sequence. It is an integer. Based on what I had seen there, I was led to believe that while this functionality exists, it’s not exposed to mappers. I believe that while the variable can be set by mappers, they are not used by the game unless code tells them to do it, and it doesn’t appear to be set up that way by default. One example of its usage is with npc_barnacle, where it manually sets the ragdoll into the ACT_GESTURE_BARNACLE_STRANGLE animation using this system.
People can correct me if I’m wrong, but that’s just how I interpret it. Whether it’s sequence or m_nOverlaySequence, random integers or ACT_ names, I never got it to work in my tests.