Like this ?
local function ConnectLimbs(char)
char = char:Clone()
char.Parent = workspace
game:GetService("Debris"):AddItem(char, 300)
for i, limb in pairs(char:GetChildren()) do
if limb:IsA("BasePart") then
Like this ?
local function ConnectLimbs(char)
char = char:Clone()
char.Parent = workspace
game:GetService("Debris"):AddItem(char, 300)
for i, limb in pairs(char:GetChildren()) do
if limb:IsA("BasePart") then
Nah it doesn’t work, it only clones the model
So I would recommend setting it to 3 instead of 300 for testing and checking to see if it gets removed after the 3 seconds.
Ok it delete correctly, problem is that it shows the player name and health, which isn’t what I’m searching to do
Maybe :
char.Humanoid.NameDisplayDistance = 0
– Edit –
Doesn’t work
char.Humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None
char.Humanoid.HealthDisplayType = Enum.HumanoidHealthDisplayType.AlwaysOff
This should work.
Why? Lmao
Something is wrong with the char things
– Edit –
It seems that it always join this position, no matter how the player die
Not too sure why that happens, if you are using the code I provided that shouldn’t really be a problem.
Sorry for the really late reply but I have a way which kind of works.
--please excuse any errors or mistakes.
local char=script.Parent --put in StarterCharacterScripts
local old=game.ServerStorage:FindFirstChild(char.Name.."dead") --check for corpse in SStorage
if old then
old.Parent=workspace --Put it in workspace
end
local human=char:WaitForChild("Humanoid") --reference humanoid
human.BreakJointsOnDeath=false --for ragdolling
human.Died:Connect(function() --on death
for i,motor in ipairs(char:GetDescendants()) do
if motor:IsA("Motor6D") then
local s=Instance.new("BallSocketConstraint")
local a0=Instance.new("Attachment")
local a1=Instance.new("Attachment")
a0.Parent=motor.Part0 --ragdoll code
a1.Parent=motor.Part1
s.Parent=motor.Parent
s.Attachment0=a0
s.Attachment1=a1
a0.CFrame=motor.C0
a1.CFrame=motor.C1
s.LimitsEnabled=true
s.TwistLimitsEnabled=true
motor:Destroy()
end
end
task.wait(game.Players.RespawnTime-.5)
local f=Instance.new("Model",game.ServerStorage) f.Name=char.Name.."dead" --create corpse
for i,part in char:GetChildren() do
if part:IsA("BasePart") or part:IsA("JointInstance") or part:IsA("Accessory") or part:IsA("Humanoid") then
if part:IsA("BasePart") then
part.Anchored=true --This is to prevent a weird glitch where the corpse rises from the dead on client
end
part:Clone().Parent=f
end
end
end)
Unfortunately, it doesn’t work properly without anchoring the parts. So you won’t be able to move the corpse around.