Character flying when in Ragdoll

I’m trying to make a ragdoll system. However, when the player goes ragdoll it gets launched up, either for a few seconds or until the character jumps. I’m suspecting that this is due to the removal of Motor6D’s that the character has. This isn’t a problem if I enable platform standing but then the body parts stop colliding with the surrounding parts.

How would I go around this problem?

Without platformstand:
https://gyazo.com/a37c4d72e2b74aaa469cacb9e5ce52b4

With platformstand:
https://gyazo.com/9b3a4b42cddcf13a8bde26960e5be6e5

1 Like

Use the one with the platform stand, but try creating a collision group where all the character’s parts are collidable with the ground so that all the body parts will respond to collisions.

Wouldn’t that mean that I will have to add every single part into the collision group?

Yes, but that should’t be too hard to do by using a loop.

the ragdoll is flying because it is trying to stand up.

if you don’t want to use collision groups, theres another method:
once you activate the ragdoll, change the state of the humanoid to “physics”. that way, the humanoid will stop trying to stand up and you will still have collisions intact.

when you deactivate the ragdoll, make sure to set the state to “getting up”

some
info

2 Likes

Figured that it’d be logical. I’m having an issue where the player continues to get up even when I set and change the state to Physics:

                Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
		Humanoid:SetStateEnabled(Enum.HumanoidStateType.Physics, true)
		Humanoid:ChangeState(Enum.HumanoidStateType.Physics)
			

https://gyazo.com/6b8de1211b8f017d23fc7094f08b5358

i dont think you need to use Humanoid:SetStateEnabled at all, just use Humanoid:ChangeState
make sure Humanoid actually refers to the player’s humanoid
make sure you are using this function on the client

9 Likes

Works like a charm! https://gyazo.com/fd65c11a1bd5195b4bf6197471ade37a
Thank you!

1 Like