I have a ragdoll system for my game, and early in development I came across an issue where the player character would sometimes “bounce” when getting up.
I fixed it using this piece of code.
local hum = script.Parent:WaitForChild("Humanoid")
hum:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false)
hum:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
This code, however, DOES NOT fix it for NPCs as shown in the video.
Despite me using the SAME code in a Server Script, the issue still occurs.
My game’s players have found this issue to be mildly frustrating when attempting to test a combo on the Dummies, and I have yet to find a fix for the issue despite me looking for months.
Could this be an issue with my ragdoll system as a whole, or could it simply be an issue with more HumanoidStates?
This is exactly what my ragdoll script does at the moment, it PlatformStands them when they get ragdolled and then turns it off when they are meant to get up from the ragdoll.
After some troubleshooting, I found that disabling the ragdoll part of my script (while still keeping the platform stand mechanic) prevented the issue from happening.
This issue seems to be caused by an outdated ragdoll script. I will replace it with a new one and see if that stops the issue from happening.
After 43 days, a new ragdoll script, and countless attempts to fix this, this issue is still occurring.
I have made sure to disable most of my code that isn’t just “PlatformStand = True/False”, and after some testing I’ve found that it still occurs. This tells me that the issue isn’t related to my Ragdoll Physics code, but rather the PlatformStand property itself.
Here is my code that attempts to remedy this issue:
if not game.Players:FindFirstChild(chr.Name) then
hum:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false)
hum:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
hum:SetStateEnabled(Enum.HumanoidStateType.Climbing, false)
end
Just some info, the fix above works on Player ragdolls if put into a LocalScript, but NOT NPC ragdolls when put into a ServerScript (which is what the bouncing occurs on).
I’ve shaved down my code to where it does NOTHING except control the PlatformStand, AutoRotate, and JumpPower properties of the Humanoid, yet it still happens.
If anybody out there has some potential Fix, please help me. I am completely and utterly lost trying to fix this.