Smooth R6 Ragdoll for Players and NPCs (Plug-and-Play)

i just realized what you said was true lol, thanks for the help

theres a problem where if u die, and ur ragdolled, you die multiple times, this makes kill feeds very broken lol

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I have a problem where anytime a player is ragdolled the switch wont enable because it says a bunch of things are deprecated, does anyone know how to fix this?

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how do you make the player ragdoll when they die? I’ve been trying to figure out how to do this for a while now

ok
something like this would probably work.

localscript in character

local Humanoid:Humanoid = game.Players.LocalPlayer.Character:WaitForChild("Humanoid", 30)
if not Humanoid then return end

local DeathRemote = game -- remoteevent path here
local Died = false
Humanoid.HealthChanged:Connect(function(Health)
    if Health <= 0 and not Died then
        Died = true
        DeathRemote:FireServer()
    end
end)

serverscript:

local DeathRemote = game -- remote that the localscript uses here
DeathRemote.OnServerEvent:Connect(function(Player)
    if Player.Character and Player.Character:FindFirstChild("RagdollTrigger") then
         Player.Character.RagdollTrigger.Value = true
    end
end)

you basically:

detect health changed
if health is 0 or less than 0
fire a remoteevent to the server saying “ragdoll me pls”

then the server sets their ragdoll to true

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I have been having local issues with the limbs randomly ripping apart, I don’t see this If the player joins after me but If I were to rejoin then it happens. The player itself doesn’t see the issue only the person that joins aka (me) does.

Is there anyway to fix this?

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Any ideas on how to fix welds breaking when the character ragdolls?

Before the ragdoll happens the sword is on my back, but it falls off when ragdoll starts. Its welded to my torso.

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Is there any way to make the ragdoll noncollideable and massless?

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I added a ragdoll knockback, but it lags once the ragdoll activates, is there anyway to fix this

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how can i make this work with r15?

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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:

image

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!

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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 image

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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?

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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