I’m trying to create a status effect for my game that ragdolls a player and subsequently locks their joints up to simulate freezing. I’ve already got the ragdoll part figured out, but I have no clue how to make constraints super stiff. Is there a way to make HingeConstraints and BallSocketConstraints lock up in this manner? If not, what other method could I employ to achieve the freeze effect?
How about you anchor the Parts.
Rigid constraints or welds since it’s frozen and doesn’t move, make sure the CFrame offsets take into account the animations CFrames through the .Transform example:
Similar problem for @Rodtodonto see:
Anchoring the parts would make the player float in mid-air, which defeats the purpose of a ragdoll.
A really easy way is to go to your player in workspace. Then press Humanoid scroll down until you see walk speed change that to 0! Done you have got it!
I’ll check out this method, thanks.
maybe do something like this:
local function tempWeld(m6d, t)
local w = Instance.new("Weld")
w.Part0 = m6d.Part0
w.Part1 = m6d.Part1
w.C0 = m6d.C0
w.C1 = m6d.C1
w.Parent = m6d.Parent
coroutine.wrap(function() wait(t); w:Destroy(); end)()
end
local function Freeze(char)
for i,v in ipairs(char:GetChildren()) do
if v:IsA("BasePart") then
local m6d = v:FindFirstChildWhichIsA("Motor6D")
if m6d then
tempWeld(m6d,1)
end
end
end
end
I implemented something similar to this. Thanks!