Model in Toolbox: Slap Battles Ragdoll
Showcasing:
HOW DOES THIS WORK: in a Model
that has a Humanoid
, a BoolValue
is created, with which, when the state changes, this character enters and exits ragdoll.
Setup:
Using Code
-
Download this asset. And put it in
ServerStorage
!
SB Ragdoll System R6.rbxm (2,7 КБ) -
Create a script in
ServerScriptService
and paste the following code into it to activate the ragdoll!
task.wait()
local RagdollSystem = require(game.ServerStorage["SB Ragdoll System | R6"].ModuleScript)
for _, Kid1: Model? in pairs(game.Workspace:GetDescendants()) do
if not Kid1:FindFirstChildWhichIsA("Humanoid") then continue end
RagdollSystem.Set(Kid1)
if Kid1:FindFirstChild("Ragdoll") then
local ExistingRagdollValue: BoolValue = Kid1.Ragdoll
ExistingRagdollValue.Changed:Connect(function(Value)
if Value then
RagdollSystem.Ragdoll(Kid1)
else
RagdollSystem.UnRagdoll(Kid1)
end
end)
continue
end
Kid1.ChildAdded:Connect(function(Kid2)
if not Kid2:IsA("BoolValue") and Kid2.Name ~= "Ragdoll" then return end
Kid2.Changed:Connect(function(Value)
if Value then
RagdollSystem.Ragdoll(Kid1)
else
RagdollSystem.UnRagdoll(Kid1)
end
end)
end)
end
game.Workspace.DescendantAdded:Connect(function(Kid1: Model?)
if not Kid1:FindFirstChildWhichIsA("Humanoid") then return end
RagdollSystem.Set(Kid1)
if Kid1:FindFirstChild("Ragdoll") then
local ExistingRagdollValue: BoolValue = Kid1.Ragdoll
ExistingRagdollValue.Changed:Connect(function(Value)
if Value then
RagdollSystem.Ragdoll(Kid1)
else
RagdollSystem.UnRagdoll(Kid1)
end
end)
return
end
Kid1.ChildAdded:Connect(function(Kid2)
if not Kid2:IsA("BoolValue") and Kid2.Name ~= "Ragdoll" then return end
Kid2.Changed:Connect(function(Value)
if Value then
RagdollSystem.Ragdoll(Kid1)
else
RagdollSystem.UnRagdoll(Kid1)
end
end)
end)
end)
Manually
-
Player
Place aBoolValue
inStarterCharacterScripts
and name it “Ragdoll” -
NPC
Place aBoolValue
inModel
withHumanoid
and name it “Ragdoll”
Thanks for using this!