I have an issue where when the player ragdolls after they die, the ragdoll will start to float afterwards
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)