Ragdoll makes me able to walk when I get ragdolled mid-air..?

So I’m trying to make someone ragdoll when they get close to a grenade, but if the grenade explodes while the target is in the air, it makes the target able to walk?

I have tried:
Setting the humanoid state
Turning off autorotate and anchoring the rootpart, then undoing that after It’s done editing the motors

I have provided a gif for you all:
EDIT: it seems the gif has failed to load, so here is a link instead
https://pays.host/uploads/b2f1f88c-b6d0-44d6-b94e-97a214e17c6f/SFFKO69c.gif
(Pays host is an image hosting website.)

What would be the best way to prevent this?

Maybe set the Humanoid walkSpeed to 0 and jumpPower to 0, then fire a RemoteEvent to the client telling him that it should Enable Physics (like this: humanoid:SetStateEnabled(Enum.HumanoidStateType.Physics, true) ) and then change the state of the humanoid to physics (like this: humanoid:ChangeState(Enum.HumanoidStateType.Physics) )

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