Character falls over when taking knock back?

  1. What do you want to achieve? Keep it simple and clear!
    I want knockback to knock a character back on the x and z axis, not the y.
  2. What is the issue? Include screenshots / videos if possible!
    For whatever reason, after taking knockback the character will begin floating and falling over. This does not replicate across clients.

https://streamable.com/ldo6sa

  1. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I have tried these solutions:
	char.Humanoid.StateChanged:Connect(function(oldState, newState)
		if newState == Enum.HumanoidStateType.PlatformStanding then
			char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.PlatformStanding, false)
		end
	end)

Setting network owner to attacker

			if plr ~= nil then
				for i,v in pairs(humanoid.Parent:GetDescendants()) do
					if v:IsA("BasePart") then
						v:SetNetworkOwner(plr)
					end
				end
			end

Neither of which worked

1 Like

I am using body velocity for knocback btw

Help please this bug is irritating

Hmm, the network owner should infact be set to nil on the server. The issue I believe is occuring if the bodyvelocity is applied locally on the client only.

Also disabling ragdoll state should help which causes the humanoid to trip in the first place:

Disabling ragdoll didnt fix the problem and this is all happening from the server

created a bodygyro with the same cframe as the hrp and set the maxtorque to math.huge in the humanoidrootpart