All moves instakilling when opponent is about to get up

Hello! My attacks are continuously instakilling the opponent when they are ragdolled and about to get up. I suspect it either has something to do with the knockback module or the ragdoll module. Here are both:

-- RAGDOLL SCRIPT

local ragdoll = {}

function ragdoll.Start(character)
	if character.Rag.Value == true then return end
	character.Rag.Value = true
	for i, joint in pairs(character:GetDescendants()) do
		if joint:IsA("Motor6D") then
			local socket = Instance.new("BallSocketConstraint")
			local a0 = Instance.new("Attachment")
			local a1 = Instance.new("Attachment")
			a0.Parent = joint.Part0
			a1.Parent = joint.Part1
			socket.Parent = joint.Parent
			socket.Attachment0 = a0
			socket.Attachment1 = a1
			a0.CFrame = joint.C0
			a1.CFrame = joint.C1
			socket.LimitsEnabled = true
			socket.TwistLimitsEnabled = true

			joint.Enabled = false
		end
	end

	character.Humanoid.WalkSpeed = 0
	character.Humanoid.JumpPower = 0

	character.Humanoid.PlatformStand = true

	character.Humanoid.AutoRotate = false
end

function ragdoll.Stop(character)
	local hrp = character:FindFirstChild("HumanoidRootPart")
	local hum = character:FindFirstChild("Humanoid")

	hum.PlatformStand = false

	for i, joint in pairs(character:GetDescendants()) do
		if joint:IsA("BallSocketConstraint") then
			joint:Destroy()
		end

		if joint:IsA("Motor6D") then
			joint.Enabled = true
		end
	end

	character.Rag.Value = false

	hum:ChangeState(Enum.HumanoidStateType.GettingUp)

	hum.WalkSpeed = 16
	hum.JumpPower = 50

	hum.AutoRotate = true
end

return ragdoll

knockback:

local kb = {}

function kb.Start(character, direction)
	local hrp = character:FindFirstChild("HumanoidRootPart")
	
	if hrp == nil then return end
	
	local att = Instance.new("Attachment", hrp)
	local lv = Instance.new("LinearVelocity", att)
	lv.MaxForce = 9999999
	lv.VectorVelocity = direction
	lv.Attachment0 = att
	game.Debris:AddItem(att, 0.1)
end

return kb

Does the player die when they aren’t being hit while getting up?

1 Like

yeah they are

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I just tested it again and sometimes it instakills right when you hit them too.

Have you tried running each of the scripts separately?

No actually let me try that out rq

1 Like

Ok so its definitely the ragdoll module that’s causing the issue

Maybe its the ball sockets attachments what happens when you delete them when you destroy the ball socket

I don’t think that’s the issue because I just tried disabling the entire ragdoll.stop code and the instakilling still happened

I forgot to mention this because it only happens with special moves. I think it might be because of the code of those scripts, too so here’s one of them:

local event = game.ReplicatedStorage:WaitForChild("Remotes"):WaitForChild("VenomPunch")
local SS = game:GetService("SoundService")
local v = game:GetService("ServerStorage").VFX.Glow
local vv = game:GetService("ServerStorage").VFX.Glow2
local vvv = game:GetService("ServerStorage").VFX.Lighting1
local vvvv = game:GetService("ServerStorage").VFX.Lighting2
local vvvvv = game:GetService("ServerStorage").VFX.Lighting3
local vvvvvv = game:GetService("ServerStorage").VFX.Spec
local vvvvvvv = game:GetService("ServerStorage").VFX.Spec2
local ah = game:GetService("ServerStorage").Models.VPhitbox
local kb = require(game.ServerScriptService.ModuleScripts.MainScript.Knockback)
local ragdoll = require(game.ServerScriptService.ModuleScripts.MainScript.Ragdoll)
local StunModule = require(game.ReplicatedStorage.ModuleScripts.StunHandle)
local UltModule = require(game.ReplicatedStorage.ModuleScripts.UltHandle)
local db = {}

event.OnServerEvent:Connect(function(plr)
	local char = plr.Character
	
			local AT = char.Humanoid:LoadAnimation(script.Animation)
			AT:Play()

	char.CanAttack.Value = false
	
	char.Humanoid.WalkSpeed = 0
	char.Humanoid.JumpPower = 0
			
			local VFX1 = v:Clone()
			local VFX2 = vv:Clone()
			local VFX3 = vvv:Clone()
			local VFX4 = vvv:Clone()
			local VFX5 = vvvv:Clone()
			local VFX6 = vvvvv:Clone()
			local VFX7 = vvvvvv:Clone()
			local VFX8 = vvvvvvv:Clone()
			local hitbox = ah:Clone()

			VFX1.Parent = char["Right Arm"]
			VFX2.Parent = char["Right Arm"]
			VFX3.Parent = char["Right Arm"]
			VFX4.Parent = char["Right Arm"]
			VFX5.Parent = char["Right Arm"]
			VFX6.Parent = char["Right Arm"]
			VFX7.Parent = char["Right Arm"]
			VFX8.Parent = char["Right Arm"]

			wait(0.6)
			
			
			hitbox.Parent = workspace
			hitbox.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, 0, -2)
			hitbox.Massless = true
			hitbox.Anchored = false
			local weld = Instance.new("WeldConstraint")
			weld.Part0 = hitbox
			weld.Part1 = char.HumanoidRootPart
			weld.Parent = workspace
			SS.hit_punch_m:Play()

	char.CanAttack.Value = true
			local cantdam = {}
  hitbox.Touched:Connect(function(hit)
				if table.find(db, hit.Parent) then return end
		
				if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= plr.Name then
					if table.find(cantdam, hit.Parent.Name) then return end
					table.insert(cantdam, hit.Parent.Name)
			hitbox:Destroy()
					if hit.Parent:GetAttribute("Blocking") == true then
						hit.Parent:SetAttribute("Stunned", true)
						hit.Parent:SetAttribute("Blocking", false)	
						hit.Parent.Humanoid.WalkSpeed = 0
						hit.Parent.Humanoid.JumpPower = 0
						wait(3)
						hit.Parent:SetAttribute("Stunned", false)
						hit.Parent.Humanoid.WalkSpeed = 16
						hit.Parent.Humanoid.JumpPower = 50
					end
					SS["Electric Explosion"]:Play()
					hit.Parent.Humanoid:TakeDamage(10)

			print("damaged")

			if char.Ultbar.Value <= char.MaxUlt.Value then
				char.Ultbar.Value += 3
			end
			table.insert(db, hit.Parent)
			kb.Start(hit.Parent, (hit.Parent.HumanoidRootPart.Position - hitbox.Position).Unit * Vector3.new(50, 0, 50) + Vector3.new(0, 10))
			ragdoll.Start(hit.Parent)
			StunModule.StunTimed(char,2)
			UltModule.UltAdd(char,5)
			task.wait(2)
			
			table.remove(db, table.find(db, hit.Parent))
			table.remove(cantdam, table.find(cantdam, hit.Parent))
					ragdoll.Stop(hit.Parent)
				end
  			end)
	
			wait(0.5)
			VFX1:Destroy()
			VFX2:Destroy()
			VFX3:Destroy()
			VFX4:Destroy()
			VFX5:Destroy()
			VFX5:Destroy()
			VFX6:Destroy()
			VFX7:Destroy()
			VFX8:Destroy()
			weld:Destroy()
			wait(0.2)
			char.Humanoid.WalkSpeed = 16
			char.Humanoid.JumpPower = 50
end)

can you add a print statement below the Humanoid:TakeDamage() line, how many output do you get?

Sorry for not updating in so long, I completely forgot. I don’t actually own the game, so the owner actually made 2 ragdoll modules, which was causing the problem. Thank you for helping, and I will give you the solution.

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