[DEPRECATED] Perfect R6 Ragdoll - Easiest Ragdoll System for R6 Avatars

Hey! I just felt like asking if it’s okay that I use some notable pieces of code from this script for a module I’m making and planning to post?
It’s the ReplaceJoints, CreateColliderPart and ResetJoints functions, more specifically.

I absolutely adore this script and have been extensively using it for a few weeks now, and changed/ported the entire functionality to the format of a modulescript, with some other tacked on features.

I made sure to extensively credit you, and point users here in case my version is too complicated.
You have every right to say no, and if so I will simply keep the script to myself and my own work.
Thank you in advance, and keep up the frankly amazing work!

Addendum: I could show you what I’ve made if you’re interested/not quite sure about how much I actually changed.

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Yea this was made to be open source entirely and I am completely fine with you using code from this resource for your own resources as long as you credit me appropriately.

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this is honestly the best and the easiest ragdoll system i ever seen, do I have to credit it in my games?

if its the best and easiest ragdoll system youve ever seen why wouldnt you credit it

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Hey, you probably forgot to update it as none of these changes have been made, the NPC Ragdoll is completely broken right now. I tried changing all of these things in the script but my npc seems to walk around while ragdolled.

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function Ragdoll(value: boolean)
	if value then 
		replaceJoints() 
		local plr = game:GetService("Players"):GetPlayerFromCharacter(Character)
		Torso:SetNetworkOwner(plr)
	else 
		resetJoints() 
	end
end

I found a way to make smoother client sided ragdoll

Thanks to @YellowSabre1

edit: I forgot to say, it’s because setnetworkowner wasn’t set to the player.

@no_l00p

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then that’s not serversided

thats a client sided ragdoll

there’s an issue where if you have a rig that is scaled then the ragdoll starts glitching out

It doesn’t work well with explosions, but it works well otherwise!

the only problem that dosent makes me use it if i put any dummy respawn script ragdoll js be ruined or a stun part

I use this in my game and i’m getting reports that the ragdoll can sometimes kill people, any ideas why?

i thought that was just the way my game functions but i guess its a module issue

I’m making a dash/charge ability but if the enemy is blocking, you get ragdolled.
And I’m using BodyVelocity (ik its deprecated) for the dash/charge, It is removed right before ragdoll is applied but it makes the player have seizure on the ground
Does anyone know how to fix this issue?

Its just BodyVelocity and enabling isRagdoll value nothing else.

And yes, Resetting the velocities do fixes the problem but it will look unnatural

@Frowning_Loser606 have you two updated this?

Yep just updated it! Thanks to @Frowning_Loser606 for the RootWeld trick.

I also switched from a BoolValue to a Attribute now!

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push player in client…? isnt that dangerous and exploitable in games

??? All player physics are handled on the client. How does a function that applies a force on the character dangerous and exploitable???

I made a copy of the game, I didnt edit anything and im not able to press R to ragdoll my character.

If I join the original game I am able to do it

Hey there, may I ask why this is deprecated now? Is it that the code it uses is old, doesn’t work, or that you’re making a new version?

I am working on a revamped version of this as a module with improvements and fixes.

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