In this clip, you can see how the lv is pretty smooth; no debris is used here, which is obviously a problem because it’ll infinitely move the person back
In this clip, you can see how debris makes the lv jittery. Same problem if you do something like:
task.delay(0.05, function()
lv:Destroy()
end)
Heres my code:
function CombatServer:Ragdoll(plrchar, enemychar, force)
local eHRP = enemychar:WaitForChild("HumanoidRootPart")
local pHRP = plrchar:WaitForChild("HumanoidRootPart")
local RV = Instance.new("BodyAngularVelocity")
RV.MaxTorque = Vector3.new(1e9, 0, 1e9)
RV.AngularVelocity = Vector3.new(math.random(-50,50), math.random(-50,50), math.random(-50,50))
RV.Parent = eHRP
--game:GetService("Debris"):AddItem(RV, 0.05)
end
Messing with the .Enabled property does the same thing btw