R15 / Rthro Ragdolls

This is for Rolo, and is unofficial. The official release by EchoReaper is at the top of this thread.

EchoReaperRagdollDemoMinimalWithHeadCollisions.rbxl (49.1 KB)

Would you consider adding a cleanup to the ragdolls, or care to explain where we can intercept the cloning for the model to add it to a folder, so we can manually remove them, over time they build up, and in my case can get quite laggy since the game is about dying.

Just play combat futurized which had did that. It is not the module but handler. U could use destroy() ragdoll.

can you show what line that is done in, just want to place the ragdolls in another folder

Oncharacterremoved event it is there

If I looked this up in the Find All/Replace All, I can’t find any matching text

Pls check my game combat futurized

Head to the ragdoll test script. Go to the characterRemoving(character) function. Remove anything associated with the clone and cloneHumanoid.

Seems to solve it.

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I am the only one who when im ragdoll my character shakes somethimes? + fling?

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I have a problem with this model, it errors when I call the module
NeckRigAttachment is not a valid member of MeshPart "UpperTorso"
I explained it in this post:

Whenever I enable the ragdoll my character just stays frozen in the air like a statue. How can I fix this?

ummm… what about R6? if it’s for R15/RTHRO

is there any way to activate the ragdoll without pressing R? ive tried scripting it myself but it doesnt work

Changing the torso package (in the player’s humanoid description) and applying it will kill players who have had their ragdoll built beforehand. :thinking:

Hello everyone, I’ve been running into a rare bug that has caused people who get up from ragdolls with a very rare chance to get half stuck in the floor and slide around at high speeds. (It looks as if the bottom of the HumanoidRootPart is touching the floor) and the players are in a falling animation.

Anyone else ran into this issue before and potential solutions?

This has been asked several times, and EchoReaper has already stated they do not intend to add support for R6.

I made that reply 9 months ago and I had no idea there were billion replies about that

Have you managed to find a solution to this bug? I am facing the same issue.

Hey, sorry for bumping into this topic; but I have a question that I must ask. How would I be able to make it so that the players in ragdoll mode could move like in Super Bomb Survival?

Pretty sure that the ControlModule has something called GetMoveVector, you can probably use that and apply velocity onto the ragdolled character