Player Can Move But Is Stuck In Falling Animation

I am trying to make a ragdoll recovery, although when the player stops ragdolling, they can move and everything, although they have the falling animation. I have tried messing around with the state types but nothing has worked.


Seans Ragdoll - Roblox Studio (gyazo.com)

Script:

			player.Character.Ragdoll:Destroy()
			
			RagdollEvent:FireClient(player,"Disable",player.Character.Humanoid)
			player.Character.HumanoidRootPart:SetNetworkOwner(nil)
			local humanoid = player.Character.Humanoid
			player.Character.HumanoidRootPart.CanCollide = true
			humanoid:SetStateEnabled(Enum.HumanoidStateType.Physics,false)
			humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll,false)
			humanoid:ChangeState(Enum.HumanoidStateType.PlatformStanding,false)
			humanoid:ChangeState(Enum.HumanoidStateType.Physics,false)
			humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll,false)
			humanoid:ChangeState(Enum.HumanoidStateType.FallingDown,false)
			humanoid:ChangeState(Enum.HumanoidStateType.Freefall,false)
			humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
		--	humanoid:ChangeState(Enum.HumanoidStateType.None)
			humanoid:ChangeState(Enum.HumanoidStateType.Running)
			humanoid.WalkSpeed = 16

This is part of the script
It has something to do with the statetypes I believe.

Theres probably nothing to do with the statetypes

Are there any errors? It will really help

Sorry for late response, there are no errors.

Hey, did you end up finding a solution? I’m currently have the same issue, but only when a player jumps in a custom water part. Water part's jumping behavior not working correctly

1 Like

Yes, I have eventually found a solution, had some weird human statetypes, and had to go to work on some other properties, and had sync issues, so I also had to make sure to double setting the owner.

im in the same boat too I haven’t found any solutions I will reply when I do

I have found the solution, first of all as someone suggested, make sure the server and client are in sync! And also, check all the humanoid statetypes.