Ragdoll starts glitching/spazzing out when dead

Anyone know how to fix this? I’m using ballsocketconstraints for the ragdoll and everything works fine until I set the player’s health to 0
It also sometimes leads to the ragdoll getting flung out the map

Try setting Humanoid.PlatformStand to false when the ragdoll is activated.

I’ve had same issue, how do you ragdoll the player?

try anchoring homie (unless you want it to be push able upon death)

unfortunately still spazzing out :sob:

I have ballsocketconstraints in the player and when its time to ragdoll the motor6ds are removed

is there any other solution? i would like the character to still be pushable

Yeah but how DO YOU ragdoll them through a script? because a simple
if Humanoid:GetState() ~= Enum.HumanoidStateType.Dead would fix it.

how would that fix it?? i have it so the characters ragdoll at 0.5 health so they don’t die completely and can revive until you use a finisher

add a boolean when the player fully dies

boolean to do what? how do i stop them from spazzing out :sob:

can anyone help me out with this?

Can you give the script when the player dies at least? So we can troubleshoot

the humanoid health is just set to 0, nothing else happens when we kill the player so I really don’t get why it starts glitching all of a sudden :confused:

Something triggers the ragdoll function when humanoid dies, that’s why, you need to set a boolean on either died connection or ragdoll

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For some reason it’s still happening, even if the ragdoll function doesnt fire when the humanoid dies

I’ve figured out that its because Roblox sets all the player’s body parts to CanCollide = true when it dies but I don’t know how to stop that

Humanoid.Died:Connect(function() 
	for _,v in Character:GetChildren() do 
		if v:IsA("BasePart") and not tostring(v):lower():match("humanoidrootpart") then 
			v.CanCollide = false 
		end 
	end 
end)

may we see your code? it’s rather difficult to help you without.

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