Here is the part of the code of activation, the ragdoll parts are set up with a module.
char.RagBool:GetPropertyChangedSignal("Value"):Connect(function()
if char.RagBool.Value == true then
local CharChildrens = char:GetChildren()
for i, limbs in pairs(CharChildrens) do
if limbs.Name == "FakeLimb" then
limbs.CanCollide = true
end
end
char.Humanoid.PlatformStand = true
char.Humanoid.AutoRotate = false
char.StunnedTime.Value = math.huge
char.Torso:FindFirstChild("Left Hip").Enabled = false
char.Torso:FindFirstChild("Right Hip").Enabled = false
char.Torso:FindFirstChild("Left Shoulder").Enabled = false
char.Torso:FindFirstChild("Right Shoulder").Enabled = false
char.Torso:FindFirstChild("Neck").Enabled = false
else
local CharChildrens = char:GetChildren()
for i, limbs in pairs(CharChildrens) do
if limbs.Name == "FakeLimb" then
limbs.CanCollide = false
end
end
char.Torso:FindFirstChild("Left Hip").Enabled = true
char.Torso:FindFirstChild("Right Hip").Enabled = true
char.Torso:FindFirstChild("Left Shoulder").Enabled = true
char.Torso:FindFirstChild("Right Shoulder").Enabled = true
char.Torso:FindFirstChild("Neck").Enabled = true
char.Humanoid.PlatformStand = false
char.StunnedTime.Value = 0
char.Humanoid.AutoRotate = true
end
end)
and the issue is that the player when get up he just do a weird jump:
He is falling correctly but not getting up correctly.