What do you want to achieve? Keep it simple and clear!
I want to make a grip/carry like system but the npc/player needs to stay lying down, like they are knocked out.
What is the issue? Include screenshots / videos if possible!
The dummy sometimes faces to the side or faces the ground. I want it to face upwards at all times.
(Sorry for the bad quality)
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I’ve used Humanoid.PlatformStand and a looping animation to try and simulate it, but it still doesnt work. Ive looked for solutions on the Developer Hub but there arent many cases regarding this topic (Might be because I dont know many search terms for this)
local character = script.Parent -- assuming the parent of script is the character local humanoid = character:WaitForChild("Humanoid") -- wait for the humanoid of character local animator = humanoid:WaitForChild("Animator") -- wait for the animator of humanoid function knockout() humanoid.AutoRotate = false -- so the player cant move around in shiftlock humanoid.WalkSpeed = 0 -- so the player can't move humanoid.JumpHeight = 0 -- so the player can't jump local track = animator:LoadAnimation(script:WaitForChild("ANIMATIONNAMEHERE")) -- animation track track:Play() -- if animation is correct player is now lying down end humanoid.HealthChanged:Connect(function() -- runs any time a humanoid takes damage if humanoid.Health < 50 then -- if less then 50 then knock the player knockout() -- call the function above that executes code end -- end our if statement end) -- end our health function
This is just an example of how you’d go about making this. You can also use ragdolling methods to make the player fall over. I suggest using BallSocketConstraints for that kind of system if you intend on doing so.
But sometimes the player falls incorrectly and they’re now lying down but not facing up.
You could try to maybe use an AlignOrientation | Roblox Creator Documentation physics constraint to make sure they face upwards during a platform stand?
How about BodyGyro? It seems less complicated.
Yes, you could probably also use that too.
AlignOrientation is the physics constraint version of the
BodyGyro body mover.