Ragdoll system glitched

This piece of code doesn’t glitch when I fire it on its own, but when I use it in a different area, it kills me:

	for i, joint in pairs(character:GetDescendants()) do
		if joint:IsA("Motor6D") then
			local socket = Instance.new("BallSocketConstraint")
			local a1 = Instance.new("Attachment")
			local a2 = Instance.new("Attachment")
			a1.Parent = joint.Part0
			a2.Parent = joint.Part1
			socket.Parent = joint.Parent
			socket.Attachment0 = a1
			socket.Attachment1 = a2
			a1.CFrame = joint.C0
			a2.CFrame = joint.C1
			socket.LimitsEnabled = true
			socket.TwistLimitsEnabled = true
			joint.Enabled = false
		end
	end

The “different area” is a function and doesn’t have any code on top of it or on the bottom of it. On the top, it only has a simple if statement checking for humanoid root parts. My code is organized, and I’ve been dealing with this problem for over an hour, and testing so many predicaments. There is a damage system when this function runs, but I’ve tested it enough and noticed when I comment out the function it’ll damage my guy, but not kill him. This does not run hundreds of times and glitches, there is a debounce.

Also note, this isn’t in a .Died function, and even with disabling damage, it still kills me instantly.

Thanks.

What is the function that kills your character if it’s not commented out?

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it just uses that code, literally

I’m so sorry, but I just figured it out. But you need to put Humanoid.RequiresNeck to be false.

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