I was making a ragdoll and noticed that when i attempt to use the module from the server side the player being targeted will not actually enter the desired state. i tried changing networkownership of the humanoidrootpart, but this didn’t work, so is there something im doing wrong, or… what?
I’m pretty sure the client always has main control over the Humanoid state. So, in order to change it I’m pretty sure you would have to fire a RemoteEvent at the client whose state you want to change and have the localscript change it. I can give a code sample if you want.
When altering the Humanoid of a player, this should be done from a LocalScript ran by that player on their local client. Certain states only work when set by the owner process (client or server). (Dead for example)
Also, is this ragdoll being done while the player is dead or alive?
Well yeah, I didn’t say it was great, but you asked how to update the state. If you truely want to be safe, you make remote functions and fire something to the server, say a function? Maybe? The runservice was more of a joke. I am sorry. Make a remote function or regular remote event fire it to the server and bang, boop, pop, handle logic on server. But it sounds like you can’t get ragdall working at all? Have you tried changing the setting during play? Go into players, and modify the value.
Set Humanoid state on the client, and create BallSocketConstraints on the server and enable/disable them on the server. If you do that on the client, the limbs flopping around won’t replicate. You can have the client fire a remote to the server to tell it to enable the constraints, and you can also have the server tell the client to set its humanoid state as well.
You can take this place I threw together a while back and use it if you want: Ragdoll Test.rbxl (75.3 KB)