When two humanoid models are connected using a WeldConstraint, if one of them dies (its Humanoid’s Health reaches 0), the other humanoid also dies instantly.
Expected behavior
Only the humanoid that actually reaches 0 health should die, while the other welded character should remain alive.
This is because dead Humanoids call BreakJoints() on their container model, which gets “sent” along the WeldConstraint (it is a joint after all) and breaks the other Humanoid’s joints too, killing them. Not 100% certain on this but if you disable Humanoid.BreakJointsOnDeath that should prevent this behavior
Thanks for reporting.
We’ve identified this as a duplicate of another topic that is already assigned for investigation.
I’ll have to close this topic, but please stay tuned to the following thread:
Thanks a lot for your patience and your understanding.
Have a nice day!
Hello there!
The bug report referenced is still assigned to an engineer, but there is no ETA that I can share.
I recommend bumping the mentioned topic thread since this one was already closed.
My apologies.
Thanks a lot for your patience and your understanding.
Have a nice day.