When I ragdoll a player once they get to a certain distance, they get chang from client to server, and glitch for a second. How can I remedy this? Is there a way to stop the switch to the server, or should I just make it completely on the server?
Have you tried doing :SetNetworkOwner(player_which_hit_the_character) on the server for all of the BaseParts in the character which you are ragdolling?