Floating ragdoll glitch

I have an issue where when the player ragdolls after they die, the ragdoll will start to float afterwards
image
I know Twisted murderer had this issue, but I dont know what the cause of it is. Does anyone have any idea what causes this?

1 Like

If you aren’t actually killing the player, that is, setting the humanoid to zero health, then I would guess the humanoid is trying to right itself after rag dolling. Are you setting the humanoids state? If so, it should be PlatformStand.

2 Likes

Try using another Ragdoll.

...
-- playerAdded
player.CharacterAdded:Connect(function(character)
	local humanoid = character:FindFirstChildOfClass("Humanoid")
	humanoid.BreakJointsOnDeath = false
	
	local died
	died = humanoid.Died:Connect(function()
		local d = character:GetDescendants()
		for _, desc in ipairs(d) do
			if desc:IsA("Motor6D") then
				local socket = Instance.new("BallSocketConstraint")
				local part0 = desc.Part0
				local joint_name = desc.Name
				local attachment0 = desc.Parent:FindFirstChild(joint_name.."Attachment") or desc.Parent:FindFirstChild(joint_name.."RigAttachment")
				local attachment1 = part0:FindFirstChild(joint_name.."Attachment") or part0:FindFirstChild(joint_name.."RigAttachment")
				if attachment0 and attachment1 then
					socket.Attachment0, socket.Attachment1 = attachment0, attachment1
					socket.Parent = desc.Parent
					desc:Destroy()
				end	
			end
		end
		died:Disconnect()
	end)
end)

I’m actually using this module from EchoReaper

Oh. I have no idea why this is happening. How about you get @EchoReaper to help you?