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.
I have a good solution to this rodeo, but I might be a little too late since this hasn’t been touched since April.
-- ur previous ragdoll stuff above
task.wait(game.Players.RespawnTime - 0.05)
char.Archivable = true
local charclone = char:Clone()
charclone.Parent = workspace
debris:AddItem(charclone, 300)
charclone:FindFirstChild("Humanoid").PlatformStand = true
for i, limb in pairs(char:GetDescendants()) do
if limb:IsA("BasePart") and limb.Name ~= "Handle" then
local hitbox = Instance.new("Part", limb)
hitbox.Transparency = 1
hitbox.Size = limb.Size
hitbox.CFrame = limb.CFrame
hitbox.CanCollide = false
local limbweld = Instance.new("WeldConstraint", hitbox)
limbweld.Part0 = hitbox
limbweld.Part1 = limb
end
end
Also, just saying, it might also be good to delete or weld the humanoidrootpart to the torso once the player dies so the ragdoll doesn’t become choppy.
Tell me if it works.