Description
also see the attached videos in the Private Message
I don’t think this issue was a thing before, but I am not sure. So, I think an Engineer can give better input to this, whether there were any changes recently towards Enum.HumanoidStateType.Dead.
Let’s say PlayerA, has their Enum.HumanoidStateType.Dead set to false on Server and on PlayerA’s Client. This would be the method to disable dying from happening, and to override the dying logic. e.g. you’d be able to have a missing Head and more, and you wouldn’t die.
However, for some reason, now every client needs to have the Enum.HumanoidStateType.Dead set to false for all players, otherwise their joints will break, for some reason?
Re-production Steps
- Two players, or one Player and one Humanoid Avatar
game.Workspace.PLAYER_NAME.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)is used on PLAYER_NAME’s client and server, and nobody else- Do
game.Workspace.PLAYER_NAME.Head:Destroy()
Expected Result
I feel like that if you disabled PlayerA’s Dead state on their Client and Server, it wouldn’t cause any further issues. And the player would always remain alive.
If the Dead state is disabled on the server, it would be cool if something like BreakJointsOnDeath would activate, if a different client doesn’t have it set to false on their end. Since the states are not something that replicate.
Actual Result
For some reason, disabling PlayerA’s Dead state on the Server and their Client, is no longer enough. And you have to disable the Dead state for every client.
Otherwise their Rig Joints could break, and this is for both Old Joints and New Joints.
A private message is associated with this bug report
