Any ideas
If you are setting up ragdoll on an NPC, make sure it has no anchored parts
local r6Module = require(game.ServerScriptService.R6Ragdoll.ModuleScript)
game.ReplicatedStorage.OneSecondRagdoll.OnServerEvent:Connect(function(player, npc, number)
r6Module:Setup(npc)
r6Module:Ragdoll(npc)
wait(number)
r6Module:Unragdoll(npc)
end)
Also no it doesnât have a single anchored part
This is a server script btw. And its firing good and also the npc value should be correct. Ill double check. Yeah its printing the correct model. The model is a npc, nothing anchored
Works for me, just check for anchored parts, mainly HumanoidRootPart
Yeah no its not anchored. Also I just want this to work for a npc.
also hes walking proving he isnt anchored
you can anchor a humanoidrootpart and it will still walk i thought?
Hey, so i wish to make a ragdoll weapon which ragdolls another player when they are hit, i have been trying to make this work but i havenât gotten it to work, help is much appreciated, Thanks!
set the playerâs ragdolltrigger value to true and they will ragdoll (will only work on server-side scripts)
When I ragdoll npcs they get flung around all over the place. How do I fix this.
Your ragdoll system makes the character freeze after death sometimes. How I know this is I removed your ragdoll script, tested it out, and I added your ragdoll script, tested out, and thereâs the difference:
how would i create a script that checks when you die and triggers the ragdoll?
Can you make this work with r15?
There already is a good R15 ragdoll module, if you look for it i am sure you will find it.
To fix your character so they donât freeze after death using this Ragdoll system,
just enable these:
humanoid.BreakJointsOnDeath = true
humanoid.RequiresNeck = true
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
character:WaitForChild("Humanoid").Died:Connect(function()
task.wait()
character.RagdollTrigger = true
end
end
end
I have a problem. The NPCs seem to have a hard time getting up after ragdolling.
This is the code which I use to handle ragdolls:
function module:Ragdoll(target, knockTime)
if not target:FindFirstChild("RagdollConstraints") then
ragdoll:Setup(target)
end
ragdoll:Ragdoll(target)
task.delay(knockTime, function()
ragdoll:Unragdoll(target)
end)
end
I also apply a force when the target is ragdolled, for extra impact, but I donât know if thatâs whatâs causing it (in this case physical
is true)
function module:Knockback(sender, reciever, power, physical)
local vec = sender.PrimaryPart.CFrame.LookVector * power
local prim = reciever.PrimaryPart
if physical then
prim:ApplyImpulse(vec)
else
ts:Create(prim, TweenInfo.new(0.5, Enum.EasingStyle.Linear), {Position = prim.CFrame * vec}):Play()
end
end
im having a problem where ragdolled players would float
So i figured out a way, since its the opposite player im supposed to ragdoll, i first detect the touch of the other player, then locate RagdollTrigger in their Character and then Enable its value to true