Is there any way to make the ragdoll noncollideable and massless?
I added a ragdoll knockback, but it lags once the ragdoll activates, is there anyway to fix this
how can i make this work with r15?
Theres a chance something is anchored within ur npc descendants, i was shocked as well so i did this method to find the anchored part:
On the Ragdoll module script, print the v.Name n look at the output when it fires the errors. Then you will find which part is it that is anchored. Goodluck!
Is there any way to make the unragdoll instant? The short delay is interfering with my combat system
edit: did not mean to reply to you btw
Problems on Problems i feel bad for u
hello I want to ask why this can happen when npc die ragdoll they do not like the player but instead become straight dead bodyt
Hey, i have a script that detects when the player dies and then activates the ragdoll, but for some reason the game detects the player dying multiple times?
Any plans to make this compatible with r15 aswell?
Hands down the best ragdoll i’ve ever used, simple, fast to use. Great asset, keep up the amazing work if you still script.
how did you get it to work exactly?
i think that you need to set the humanoidrootpart network ownership to nil
it already does but i fexed it that was a million months ago
iirc i think learning how to program solves this issue
I use this module for a combat system, the ragdoll is laggy for other clients. It looks smoother now after I disabled RootJoint while ragdoll but now the Torso and HumanoidRootPart are detached and delayed for a split second. Does anyone have any idea?
kinda stupid the only reply u got was basically “Learn to script” so, here is a simple script for what u need:
In a LocalScript (in starterPlayer or starterCharacter):
Local uis = game:GetService("UserInputService")
uis.InputBegan:Connect(function(i)
if i.KeyCode == Enum.KeyCode.R then -- replace r with the key u want.
local event = --path to the event
event:FireServer()-- u can pass any variable over here
end
end)
Now in a server script:
local event --path to the event
event.OnServerEvent:Connect(function()
--script to ragdoll it goes here, as i didnt see how to make it i wont put anything in here
end)
(and creating the remoteEvent)
Hope it helps!
pd.: Sorry for the late reply, just saw the post lol
My character when got ragdolled seems to bit laggy and the limbs are not smoothing, do you guys have any fix?
how to do that? Like disable the rootjoint when ragdoll, when i disable it my character just dead
u have to make a part and weld it to humanoid root part or torso (i can’t remember exactly which one) while the rootjoint is disabled to prevent character from dying
any reason my zombies reinvent the wheel after they ragdoll
funniest thing ever tho