I want the enemy to ragdoll when its hit and be dragged with the attack but after ragdolling it just flings
enemy is the player/npc that touched the hitbox and its supposed to be dragged to the hitbox untill the attack ends
if enemy.Stats.IsBlocking == false then
ehum:TakeDamage(0.2) --enemy humanoid
ragdoll.ragdoll(enemy) --module
dragToPosition(enemy, hitbox.Position)
end
set them in a ragdoll state (assuming you have a script for this), then apply vectorvelocity on an LinearVelocity instance that is attached to the hit NPCs rootpart, based on the CFrame lookvector of the attacker, you could try to make the velocity relative to the world too.
im not too certain what align orientations do as i havent really used them, but if you wanted them to stay standing while still ragdolled you could try giving network ownership to the hitter and disabling a few of the characters motor6ds, and creating attachments between the leg joints to keep them standing