Ragdoll script causes player to start floating

So I’m currently developing a ragdoll game and ran into a huge wall when it came to actually getting the player to ragdoll. The way I have it setup at the moment is that there is a starter character with all the ball socket constraints and Motor6Ds already inside it. When the player dies, or decides to go into ragdoll mode, the Motor6Ds are all disabled and the ball socket constraints are enabled. I also use this to switch the player back into regular standing mode. However, the problem is, when the player enables ragdoll mode without dying (enabling all the ball socket constraints and disabling all the Motor6Ds) the player begins to float.

Ragdoll on death

Ragdoll while alive

Starter Character

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If you want to knock them down you might have success with

Humanoid.PlatformStand = true
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This actually led me to figure out a solution, thanks! At first I tried setting Humanoid.PlatformStand = true but it would force all the parts in the players character to have CanCollide to false. Eventually I began messing around with states, and found that setting the state to Enum.HumanoidStateType.Dead worked perfectly! Thanks again.

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