R6 Torso unaffected by ragdoll physics

The ragdoll works as intended on dummies, however torsos on players are unaffected by ragdolls and they sort of float in the air as the other limbs ragdoll around.

I’ve tried setting the network ownership to the server to no avail.

function Module.Knockback(Player, Character, Velocity)
	local HRP = Player.Character.HumanoidRootPart
	--Character.HumanoidRootPart:ApplyImpulse(HRP.CFrame.LookVector * Velocity)
	local Vel = Instance.new("BodyVelocity")
	Vel.MaxForce = Vector3.one*math.huge
	Vel.Velocity = HRP.CFrame.LookVector * Velocity
	Vel.P = 100
	Vel.Parent = Character.HumanoidRootPart
	
	task.delay(0.1, function()
		Vel:Destroy()
	end)
end

function Module.Ragdoll(Character, Time)
	if not Character:FindFirstChild("RagdollConstraints") then
		ragdoll:Setup(Character)
	end
	ragdoll:Ragdoll(Character)
	task.delay(Time, function()
		ragdoll:Unragdoll(Character)
	end)
end

These are the two functions I am using to achieve this. Keep in mind everything is done server-side.
The ragdoll module I am using is this one: Smooth R6 Ragdoll for Players and NPCs (Plug-and-Play) with no changes made to it

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Did you set the players humanoid state type to Physical? You have to change the players state on the client to physical.

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This breaks both the knockback and ragdoll on players

There is no other way to make a humanoid ragdoll than putting physics on its state. And try to use bodyvelocity for knockback see if that works.

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i already am using bodyvelocity

you HAVE to make the humanoid state to physics to make it work. Knockback should still works have I have tested it myself with guns. and explosions.

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