I want to make a simple ragdoll system which flings the player and ragdolls them on activation, and unragdolls them after a certain amount of time, allowing them to stand up properly. This works for the most part, however, there are some issues which arise.
External MediaIn the video shown above, you can see that when the other player is hit by the weapon (which is when the ragdoll script activates), the character ragdolls and flings, but after a slight pause. Also, there is sometimes a strange flinging and flipping around when the ragdoll ends.
My script changes every Motor6D to a BallSocketConstraint, enables PlatformStand, and disables AutoRotate once the ragdoll is fired. When the ragdoll ends, every BallSocketConstraint becomes a Motor6D, AutoRotate enables, PlatformStand disables, and the Humanoid’s HumanoidStateType is changed to GettingUp.
I want to achieve the types of ragdolls shown in item asylum. I complained about this to a friend, and he told me to set the humanoidstatetype to prevent tripping (which I believe I already did), and to set the network ownership of the enemy to nil/the server, which I’m not precisely sure on how to do.
Can anyone help me with these 2 issues? The main focus is the tripping and flinging issue, I’ll look at the documentation for network ownership in the meantime and try to figure it out myself.
(Edit: Forgot to add this earlier, any clue on how I can make the limbs collide with each other and the world?)