Recreating old glue-like ragdolls

I’ve been trying to recreate the “old glue ragdolls” from 2014-2016.
(Example:

)

It doesnt work at all. I’ve tried to change the F0-F3 (F0,F1,F2,F3) values, but it does NOTHING.
Looked through devforum, found nothing about this.
If i get confirmation that there’s no way to recreate it, its alright, i’m just trying to make sure if there’s truly a way to recreate it.

Thanks!

Glue has been deprecated for a while now. Any ragdoll systems using it should be defunct.

You can try and emulate the effect by throttling movement and letting the server handle some, but not most physics calculations. I honestly don’t think I know what I’m talking about.

honestly i cant even try to figure out how to even attempt that
there has to be another way though

Honestly, this looks somewhat possible to replicate, the problem is that glue has been deprecated for years and the ragdoll that glue emulates has been removed for a while now.

Its possible, but it will take lots of figuring out since this movement with ragdolls and parts has been removed for years, since roblox has changed physics engines many times.

I’m pretty sure Epic Minigames Dodgeball minigame still uses the glue Ragdoll system upon death, you could try contacting them.

i dont even know who to contact in that case, BUT it does seem like the glue ragdoll im looking for (as far as i know)

I can contact them for you if needed

i mean, if you’re up to it, you can.
it would be very helpful to know, although

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Glues along with a few other older joints have almost been entirely deprecated, was trying to attempt something similar a while ago, Glues behave like Welds now, ended up using the BallSocketConstraint method for ragdolls, if you’re trying to replicate the strange behaviour of the above ragdoll demonstration you provided, keep in mind also that most of that was less a result of the Glue joints, and more Roblox’s older physics engine not being as stable as it is now, however you can replicate the slight lag before ragdoll by doing it the same way those ragdoll systems did it when Humanoid.BreakJointsOnDeath didn’t exist, by making the original character invisible/non-collidable, and making a copy with a new Humanoid to use as the ragdolled character