I’ve tried everything, putting an r15 ragdoll script in it, that doesnt work. Tried to force it to ragdoll, that also didnt work. (i did set breakjointsondeath or sumn like that to be false) it straight up just doesnt ragdoll at all.
this works that every person who joins gets ragdolled heres the script… modify it if you want :P"
-- Simple R15 Auto-Ragdoll Script
-- Put this in ServerScriptService
local Players = game:GetService("Players")
local function ragdoll(character)
local humanoid = character:WaitForChild("Humanoid")
-- Disable animations so physics takes over
humanoid:ChangeState(Enum.HumanoidStateType.Physics)
humanoid.PlatformStand = true
-- Convert all Motor6Ds to BallSocketConstraints
for _, obj in ipairs(character:GetDescendants()) do
if obj:IsA("Motor6D") then
local part0 = obj.Part0
local part1 = obj.Part1
local c0 = obj.C0
local c1 = obj.C1
-- Create attachments
local att0 = Instance.new("Attachment")
att0.CFrame = c0
att0.Parent = part0
local att1 = Instance.new("Attachment")
att1.CFrame = c1
att1.Parent = part1
-- Create joint
local constraint = Instance.new("BallSocketConstraint")
constraint.Attachment0 = att0
constraint.Attachment1 = att1
constraint.Parent = part0
-- Remove motor
obj:Destroy()
end
end
-- Make limbs collide & fall naturally
for _, part in ipairs(character:GetDescendants()) do
if part:IsA("BasePart") then
part.CanCollide = true
end
end
end
local function onCharacterAdded(character)
-- Ragdoll as soon as character loads
task.wait(0.1)
ragdoll(character)
end
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(onCharacterAdded)
end)
-- Handle players already in the game (studio test)
for _, player in ipairs(Players:GetPlayers()) do
if player.Character then
onCharacterAdded(player.Character)
end
player.CharacterAdded:Connect(onCharacterAdded)
end
Make sure the rig has Motor6Ds, ragdoll won’t work without them.
Set RequiresNeck to false on the Humanoid or it’ll just break instead of ragdolling.
What ragdoll script are you using?