When I use that code, I can’t move my character at all… I don’t know if it’s the game’s properties or what, but if it is, what is your game avatar properties
Testing Baseplate.rbxl (47.5 KB)
this is the game copy, dont mind the other script, i use those to test other player’s problems, if this still dont work, im afraid i dont have clue of whats going on in ur studio
Ok. It works. But you see how when you jump, it floats you up into the air? That’s my main problem and why I tried to change the script. Why does it float into the air?
this method of ragdoll is very buggy and roblox dont seem to want to fix it, but theres no other ragdoll methods as visually good at this, as for me, i just settled to animated ragdoll, its not visually good but it dont throw me into the sky
It’s been a long time but for anyone reading, first set character collisions off so your character or other characters dont collide with each other and make you fly. Afterwards i used this script and made sure to set humanoidstateType to ragdoll. Here’s the script:
humanoid.BreakJointsOnDeath = false
humanoid.RequiresNeck = false
humanoid.AutoRotate = false
humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)
for i, v in pairs(character:GetDescendants()) do
if v:IsA("Motor6D") and v.Parent.Name ~= "HumanoidRootPart" then
local attach0 = Instance.new("Attachment")
attach0.CFrame = v.C0
attach0.Parent = v.Part0
local attach1 = Instance.new("Attachment")
attach1.CFrame = v.C1
attach1.Parent = v.Part1
local BallSocketConstraint = Instance.new("BallSocketConstraint")
BallSocketConstraint.Parent = v.Parent
BallSocketConstraint.Name = v.Name
BallSocketConstraint.Attachment0 = attach0
BallSocketConstraint.Attachment1 = attach1
BallSocketConstraint.LimitsEnabled = true
BallSocketConstraint.TwistLimitsEnabled = true
BallSocketConstraint.Enabled = true
v.Enabled = false
elseif v:IsA("MeshPart") or v:IsA("BasePart") or v:IsA("CharacterMesh") and v.Name ~= "HumanoidRootPart" then
v.CanCollide = false
v.Massless = true
end
humanoid.AutoRotate = false
character.HumanoidRootPart.CanCollide = false