Toggelable Ragdoll

Hello, i’m making a fighting game that has ragdoll as a finishing punch but I want it to be toggelable
something like rouge lineage’s ragdoll system if you’ve ever played that game, my game is R6 and I searched around the forum but I didnt find a way to unragdoll a player after they’ve been ragdolled, i need help with unragdolling ragdolled people and maybe an efficient way to create ragdolls.

Any help is appreciated.

You can use NevermoreEngine’s ragdolls to achieve a toggleable ragdoll.
It supports both R6 and R15, though you’ll need to install NevermoreEngine to use it, and I can’t find a lot of documentation on how to use its ragdolls specifically.

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How about Humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)?

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I can’t seem to find the ragdolls module do you have any idea where it is?

Does it support r6? or is it just R15

Honestly, no idea. But it is the roblox default version so I would try that first before diving into any 3rd party libraries.

It doesn’t seem to do anything

Which module are the ragdolls under

@Redridge
It’s not the kind of ragdoll that you’d expect; it just makes the character fall down and making it uncontrollable, not much more, and after a few moments it comes back up.

@Arcilios
The ragdoll stuff is spread out to multiple classes, modules.
Though if you want the actual part that makes the character do something, it’s RagdollRigging in the Shared ragdoll folder.
You’ll probably need to look at the classes on how to use RagdollRigging properly.

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Everything works fine its just that the player doesnt collapse on the ground is there a way to do that because honestly im not any good with rigging ragdolling and these kind of stuff

Do you mean that the player does not fall to the ground, and it just stands still but you can’t control it?
If so after you’ve made the player ragdoll, you probably should apply some sort of velocity to push the player down. Could be random, could just be a push forwards.

The module ragdolls the player but I can still control it

Are you setting the state to be Enum.HumanoidStateType.Physics?
You should probably also set Humanoid.AutoRotate to false.

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