I was trying to make a ragdoll death script, but instead of the characters falling back or forward, it looks like they just sit down.
And also, sometimes after falling over, the characters keep twitching.
The script just changes the
-- character died event, "hit" is the part that was shot before dying for i,v in pairs(hit.Parent:GetDescendants()) do 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 bleh = Instance.new("BallSocketConstraint"); bleh.Parent = v.Parent; bleh.Attachment0 = att0; bleh.Attachment1 = att1; bleh.LimitsEnabled = true; bleh.TwistLimitsEnabled = true; bleh.MaxFrictionTorque = 20; if string.match(v.Name, "Hip") or string.match(v.Name, "Shoulder") or string.match(v.Name, "Neck") then bleh.TwistLowerAngle = -80; bleh.TwistUpperAngle = 80; else bleh.TwistLowerAngle = -40; bleh.TwistUpperAngle = 40; end if string.match(v.Name, "Hip") or string.match(v.Name, "Shoulder") or string.match(v.Name, "Waist") then bleh.UpperAngle = 120; else bleh.UpperAngle = 80; end v:Destroy(); end end hit.Velocity = (gun.Shoot.Position-hit.Position).Unit * -75; -- i also tried :ApplyImpulse but it doesn't seem to do anything
Changing any of the limits does nothing, they sit down even with
RequiresNeck are turned off in every character.
Any advice is appreciated