Hello, I am wondering if anyone knows how to properly make dead players persist as ragdolls without any weird glitches (like the model being stiff for some reason)
this is the code I have been using, sometimes it works flawlessly, other times it makes the dead character stiff
--char.died event in server
local m = Instance.new("Model")
m.Parent = game.Workspace
local g = character:GetChildren()
character.HumanoidRootPart.CanCollide = false
for i = 1,#g do
g[i].Parent = m
end
for _, v in pairs(m:GetDescendants()) do
if v:IsA("BasePart") then
v:SetNetworkOwner(nil) -- was player, i changed it
end
if v:IsA("Motor6D") then
local Att0, Att1 = Instance.new("Attachment"), Instance.new("Attachment")
Att0.CFrame = v.C0
Att1.CFrame = v.C1
Att0.Parent = v.Part0
Att1.Parent = v.Part1
local BSC = Instance.new("BallSocketConstraint")
BSC.Attachment0 = Att0
BSC.Attachment1 = Att1
BSC.Parent = v.Part0
if v.Part1.Name == "Head" then
BSC.LimitsEnabled = true
BSC.TwistLimitsEnabled = true
end
v.Enabled = false
end
if v.Name == "AccessoryWeld" then
local WC = Instance.new("WeldConstraint")
WC.Part0 = v.Part0
WC.Part1 = v.Part1
WC.Parent = v.Parent
v.Enabled = false
end
if v.Name == "Head" then
v.CanCollide = true
end
end
would really like some help if anyone else has made a persisting ragdoll system
surely it can’t be impossible