I dont think that will change anything. Like nothing.
the function returns the client controlling or true if its the server, i just make sure its true, and so that the ragdoll doesnt stutter, since itâs being controlled by the client. plus you havent even tried it
Yeah cause the script on the server is going to return true regardless. This doesnât change anything, all you did was change some syntax.
have you even tried the solution :V usually people try before they dismiss something
I am not new to coding, I have studied this specific script through and throughout. Stop.
The reason the ragdoll stutters in the first place is because the client has control of it. Which is why doing the method I did ensures that the server has ownership of the ragdoll so that it remains smooth.
plus, that function wonât return true regardless. since if you still had the ragdoll client enabled, itâd return the player. you said you had studied the script through and throughout, but you donât know what this function can return?
I got this weird issue where ragdolls just randomly stand up after someone leaves the game.
Humanoid State Types being wonky. You could add PlatformStanding as a ragdoll state and do Humanoid.PlatformStanding = true on the dead bodies
Makes them spasm, even connecting statechanged doesnât fix it.
I just anchor them now, works fine.
An issue I found, is that if you weld a player to another player who is ragdolled, both players will ragdoll, despite only one player having the Physics humanoid state.
Also, if the non physics player jumps, the ragdolled player will get stuck into a kinda TPose but with their arms down, and wonât ragdoll. Attempting to disable the physics players constraints will kill him.
Iâve also seen this strange issue, which occurs after a user exits the game.
Unfortunately, I had the same spasm behaviour as @Nitefal while utilising PlatformStanding.
His approach of anchoring the characterâs parts on the other hand works fantastically!
Hereâs how to solve it: Alter the âcharacterRemovingâ function under the âRagdollTestScriptâ and add the following code just before the clone is parented to workspace. (This method only works if you donât need the characters physics anymore.)
function characterRemoving(character)
--Above Code
--Paste this before clone.Parent = workspace
local parts = clone:GetDescendants()
for i, part in pairs(parts) do
if part:IsA("MeshPart") or part:IsA("Part") then
part.Anchored = true
end
end
clone.Parent = workspace
--Below Code
end
For some reason in my game, when I press âRâ to try and ragdoll myself it doesnât work, but when i Press âKâ for the death ragdoll to trigger it works?
Is it possible to disable ragdolling when you press r?
Did you put all scripts into the right place?
The scripts seem to automatically be placed in where itâs to be placed, but it seems to work now, thanks for the reply
Is there any documentation on how to get started with this module?
Look into the scripts and delete the code that has something to do with UIS or UserInputService.
I found this to be super beneficial for my upcoming project, thank you! I am however having an issue where the ragdolls start to stutter and spazz around. Any ideas?