In my gore system, when a players legs are missing, their hipheight lowers. When they die, hipheight automatically resets to 0 and does not change. Is there any way to fix this?
Would this problem solved if you store some value and if player respawned,check the value and if it matches with other value, hipheight change back?
The thing is, you cant change it. I’m talking about the players body when you die. It resets the HipHeight automatically
HipHeight determines the distance (in studs) off the ground the Humanoid.RootPart
should be when the Humanoid is standing. taken from devhub
Basically, when the Humanoid.Health reaches 0, the character breaks apart and the logic of HipHeight doesn’t apply to the dead character anymore. That means that the character will instead collide directly with the floor. (Note: the HipHeight doesn’t reset when Humanoid.Health reaches 0, it’s just that the HipHeight logic doesn’t apply to the dead character anymore and instead have the legs collide with the floor, as it should be for most parts)
(I tested with NPCs and my own character, and infact, the character’s leg just collide with the floor when it dies, BUT if i make the character’s leg smaller, the smaller leg will also collide with the floor, instead of floating)
but judging by your second image, your character legs should be on the floor and not floating, UNLESS your legs are union, if I’m guessing correctly.
The humanoids BreakJointsOnDeath is switched off. Right now I’ll just make the players legs cancollide false when they die, because it looks better than them just floating there. Thanks!
Alrighty, and op, by character breaks apart, I mean that the character doesn’t work as a character anymore, meaning the HipHeight logic won’t work when the character’s health reaches 0 (regardless of the Joints being broken or not), as I only tested with BreaksJointsOnDeath off too.