How to make corpse when player dies

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

Lol
– 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.

2 Likes

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.