Hey guys I’m currently making a combat system where i use ragdoll at the end of combo.
My problem is that when it comes to ragdoll part the dummy fling is delayed a little bit.
I’m using body velocity for flings.
I know about SetNetWorkOwner(), I already used it on normal punches but i have to set it to nil because of ragdoll system, searching for solutions that don’t use SetNetWorkOwner().
Couldn’t find answers on dev forum so decided to ask.
This is a common problem and there’s many post that have some solutions that may help.
Though, there are a few things you can do, like making sure the ragdoll is on the client and not the server, to have everyone else see it the ragdoll just fire the ragdoll code and fire it to all clients.
-- Server
RagdollPlayer:FireAllClients(CharacterAffected)
-- Client
RagdollPlayer.OnClientEvent:Connect(function(CharacterAffected)
-- Ragdoll code
-- Or function Ragdoll(CharacterAffected)
end)
If you still feel the stutter, you can make the character transparent and create a fake body to replace the ragdoll.
Also bodyvelocity is deprecated, not saying you shouldn’t use it, but I’d either use applyimpulse or assemblylinearvelocity.