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.
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.
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.
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
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