PlatformStand does not work (Help pliss)

Hi,
I am making that when the ragdoll value is true your character does ragdoll but I have a problem. when you are jumping and the ragdolled value changes for some reason the character starts to fly

it’s very weird because on the client the local player character is set to PlatformStand = false but on the server it’s set to PlatformStand = true and it’s EVEN MORE WEIRD because I don’t have any local script that changes the PlatformStand to false

I don’t know if when jumping I change the PlatformStand if someone knows the solution I would be very grateful

My Ragdoll Script (Not the whole script)

repeat wait() until script.Parent

local character = script.Parent
local player = game.Players:WaitForChild(character.Name)
local Humanoid = character:WaitForChild("Humanoid")

--\\ Ragdoller //--
Humanoid.Changed:Connect(function()
	if Humanoid.Health < 10 then
		if character.Ragdolled.Value == true then
		else
			Humanoid.Health = 60
			character.Ragdolled.Value = true
		end
	elseif Humanoid.Health > 90 then
		character.Ragdolled.Value = false
	end
end)
--\\ Ragdoll Main //--
character.Ragdolled.Changed:Connect(function()
	if character.Ragdolled.Value == true and not character:FindFirstChild("RagdollPrevent") then
		player.CanEquip.Value = false
		Humanoid.Sit = true
		Humanoid.PlatformStand = true
		local ragprevention = Instance.new("BoolValue",character)
		ragprevention.Parent = character
		ragprevention.Name = "RagdollPrevent"
		for _, a in pairs(character:GetDescendants()) do
			if a:IsA("Part") and a.Name ~= "Torso" and a.Parent.ClassName ~= "Accessory" then
				local find = a:FindFirstChild("HumanoidRootPart")
				if find then
					a.Parent.HumanoidRootPart.CanCollide = false
				end
				local protect = a:Clone()
				protect.Parent = a
				protect.Name = "Protection"
				protect.CanCollide = true
				protect.Size = Vector3.new(a.Size.X-.2,a.Size.Y-.2,a.Size.Z-.2)
				protect.Transparency = 1
				local weld = Instance.new("WeldConstraint")
				weld.Parent = a
				weld.Part0 = a
				weld.Part1 = protect
			elseif a:IsA("Motor6D") then
				local a0,a1 = Instance.new("Attachment"),Instance.new("Attachment")
				a0.Parent = a.Part0
				a1.Parent = a.Part1
				a1.CFrame = a.C1
				a0.CFrame = a.C0
				local b = Instance.new("BallSocketConstraint")
				b.LimitsEnabled = true
				b.TwistLimitsEnabled = true
				b.Parent = a.Part0
				b.Attachment0 = a0
				b.Attachment1 = a1
				a.Enabled = false
			end
		end
aaaaand more... but it's not interesting xd

Try Humanoid:SetStateEnabled(Enum.HumanoidStateType.PlatformStanding, true) in a LocalScript when your character ragdolls.

1 Like

I just tried several ways but it didn’t work :confused:

Finally! FINALLY! I managed to solve it :partying_face:
what I did was that when the character activated the ragdoll, the jump was deactivated

4 Likes