Yes. It simply clones the rig, teleports it and some other tweaks:
script.Parent.Activated:Connect(function()
local ragdoll = workspace.Game.Parts.Ragdoll.RagdollClone:Clone()
ragdoll.Name = script.Parent.Parent.Name
ragdoll.Parent = workspace.Game.Parts.Ragdoll.Ragdolls
for _,limb in pairs(ragdoll:GetChildren()) do if limb:IsA("BasePart") then limb.Anchored = false end end
ragdoll:PivotTo(script.Parent.Parent.HumanoidRootPart.CFrame)
ragdoll.Humanoid:TakeDamage(100) --This is to make the rig die.
end)
This is in a tool, by the way. I’m just experimenting with this until the ragdoll spawning works.
I also tried setting theWalkSpeedandJumpPowerto 0, but that didnt work either.
script.Parent.Activated:Connect(function()
local ragdoll = workspace.Game.Parts.Ragdoll.RagdollClone:Clone()
ragdoll.Name = script.Parent.Parent.Name
ragdoll.Parent = workspace.Game.Parts.Ragdoll.Ragdolls
for _,limb in pairs(ragdoll:GetChildren()) do if limb:IsA("BasePart") then limb.Anchored = false end end
ragdoll:PivotTo(script.Parent.Parent.HumanoidRootPart.CFrame)
ragdoll.Humanoid:TakeDamage(100) --This is to make the rig die.
ragdoll.Humanoid.PlatformStand = true
end)
You can just change the AssemblyAngularVelocity of the HumanoidRootPart.
script.Parent.Activated:Connect(function()
local ragdoll = workspace.Game.Parts.Ragdoll.RagdollClone:Clone()
ragdoll.Name = script.Parent.Parent.Name
ragdoll.Parent = workspace.Game.Parts.Ragdoll.Ragdolls
for _,limb in pairs(ragdoll:GetChildren()) do if limb:IsA("BasePart") then limb.Anchored = false end end
ragdoll:PivotTo(script.Parent.Parent.HumanoidRootPart.CFrame)
ragdoll.Humanoid:TakeDamage(100) --This is to make the rig die.
ragdoll.Humanoid.PlatformStand = true
ragdoll.HumanoidRootPart.AssemblyAngularVelocity = ragdoll.HumanoidRootPart.CFrame.RightVector
end)
EDIT: I was suppose to say AssemblyAngularVelocity instead of AssemblyLinearVelocity.