Ragdoll script only working for players, not dummies

I have tried to develop a ‘fighting’ game, which ragdolls the player when hit with a move. For this, I have used @CompletedLoop 's script linked here. Even when using the provided npc script, it still seem to only work for players, and not for the dummies ( which I made by duplicating myself in game). The issue is that the dummies fall over, but the limbs dont move. I am using the following code to trigger the ragdoll:

local Torso: BasePart = plr:WaitForChild("Torso")
							plrHumanoid:TakeDamage(data.damage)
							plr:FindFirstChild("IsRagdoll").Value = true
							task.spawn(function()
								local BodyVelocity = Instance.new("VectorForce")
								BodyVelocity.Parent = plr:WaitForChild("Torso")
								BodyVelocity.Force = player.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * data.knockback
								BodyVelocity.RelativeTo = Enum.ActuatorRelativeTo.World
								BodyVelocity.Attachment0 = Torso:FindFirstChild("BodyBackAttachment")
								BodyVelocity.Visible = true
								task.wait(0.3)
								BodyVelocity:Destroy()
							end)
							task.wait(data.ragdollTime)
							plr:FindFirstChild("IsRagdoll").Value = false

This is the code for the npc:

--> Perfect R6 Ragdoll by CompletedLoop
--> June 6, 2023

--> Make sure this script is located in StarterPlayer.StarterCharacterScripts
local Character: Model = script.Parent
local Torso: BasePart = Character:WaitForChild("Torso")
local Humanoid: Humanoid = Character:FindFirstChildOfClass("Humanoid")

--> Necessary for Ragdolling to function properly
Character.Humanoid.BreakJointsOnDeath = false
Character.Humanoid.RequiresNeck = false

--> Specific CFrame's I made for the best looking Ragdoll
local attachmentCFrames = {
	["Neck"] = {CFrame.new(0, 1, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1), CFrame.new(0, -0.5, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1)},
	["Left Shoulder"] = {CFrame.new(-1.3, 0.75, 0, -1, 0, 0, 0, -1, 0, 0, 0, 1), CFrame.new(0.2, 0.75, 0, -1, 0, 0, 0, -1, 0, 0, 0, 1)},
	["Right Shoulder"] = {CFrame.new(1.3, 0.75, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.2, 0.75, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)},
	["Left Hip"] = {CFrame.new(-0.5, -1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1), CFrame.new(0, 1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1)},
	["Right Hip"] = {CFrame.new(0.5, -1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1), CFrame.new(0, 1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1)},
}

local ragdollInstanceNames = {
	["RagdollAttachment"] = true,
	["RagdollConstraint"] = true,
	["ColliderPart"] = true,
}

--> Used to trigger Ragdoll
local RagdollValue = Instance.new("BoolValue")
RagdollValue.Name = "IsRagdoll"
RagdollValue.Parent = Character

--> Used for anticheats to prevent flying Ragdolls from getting flagged, might be useful for you.
Character:SetAttribute("LastRag")
-------------------------------------------------------------------------------------------------

--> Allows for proper limb collisions
local function createColliderPart(part: BasePart)
	if not part then 
		print("Part not found for collider.")
		return 
	end
	print("Creating collider for part:", part.Name)
	local rp = Instance.new("Part")
	rp.Name = "ColliderPart"
	rp.Size = part.Size / 1.7
	rp.Massless = true			
	rp.CFrame = part.CFrame
	rp.Transparency = 1

	local wc = Instance.new("WeldConstraint")
	wc.Part0 = rp
	wc.Part1 = part

	wc.Parent = rp
	rp.Parent = part
	print("Collider created for", part.Name)
end


--> Converts Motor6D's into BallSocketConstraints
function replaceJoints()
	for _, motor: Motor6D in pairs(Character:GetDescendants()) do
		if motor:IsA("Motor6D") then
			if not attachmentCFrames[motor.Name] then return end
			motor.Enabled = false;
			local a0, a1 = Instance.new("Attachment"), Instance.new("Attachment")
			a0.CFrame = attachmentCFrames[motor.Name][1]
			a1.CFrame = attachmentCFrames[motor.Name][2]

			a0.Name = "RagdollAttachment"
			a1.Name = "RagdollAttachment"

			createColliderPart(motor.Part1)

			local b = Instance.new("BallSocketConstraint")
			b.Attachment0 = a0
			b.Attachment1 = a1
			b.Name = "RagdollConstraint"

			b.Radius = 0.15
			b.LimitsEnabled = true
			b.TwistLimitsEnabled = false
			b.MaxFrictionTorque = 0
			b.Restitution = 0
			b.UpperAngle = 90
			b.TwistLowerAngle = -45
			b.TwistUpperAngle = 45

			if motor.Name == "Neck" then
				b.TwistLimitsEnabled = true
				b.UpperAngle = 45
				b.TwistLowerAngle = -70
				b.TwistUpperAngle = 70
			end

			a0.Parent = motor.Part0
			a1.Parent = motor.Part1
			b.Parent = motor.Parent
		end
	end

	Humanoid.AutoRotate = false --> Disabling AutoRotate prevents the Character rotating in first person or Shift-Lock
	Character:SetAttribute("LastRag", tick())
end

--> Destroys all Ragdoll made instances and re-enables the Motor6D's
function resetJoints()
	if Humanoid.Health < 1 then return end
	for _, instance in pairs(Character:GetDescendants()) do
		if ragdollInstanceNames[instance.Name] then
			instance:Destroy()
		end

		if instance:IsA("Motor6D") then
			instance.Enabled = true;
		end
	end

	Humanoid.AutoRotate = true
end

function Ragdoll(value: boolean)
	if value == true then 
		replaceJoints() 
		script.Parent:FindFirstChild("Humanoid").PlatformStand = true
	else 
		resetJoints() 
		script.Parent:FindFirstChild("Humanoid").PlatformStand = false
	end
end

-------------------------------------------------------------------------------------------------
--> Connect the Events
RagdollValue.Changed:Connect(Ragdoll)
Humanoid.Died:Once(function()
	RagdollValue.Value = true
end)

Any help is appreciated :slight_smile: