Intro
Its surprisingly hard to get a good Ragdoll system for your game especially because of how popular Ragdolls are on Roblox.
I decided to release the Ragdoll System I use for my game so no-one else has to suffer like I did.
If you already forgot the title this is for R6 only.
And yes if you were wondering you can Un-Ragdoll with this.
Download or View
Roblox Model
Roblox Model - NPC Version
Test Place (Uncopylocked): Ragdoll - Roblox
View Scripts
RagdollR6: Script (Parent under StarterCharacterScripts)
--> Perfect R6 Ragdoll by CompletedLoop
--> June 6, 2023
--> Make sure this script is located in StarterPlayer.StarterCharacterScripts
local Character: Model = script.Parent
local Torso: BasePart = Character:WaitForChild("Torso")
local Humanoid: Humanoid = Character:FindFirstChildOfClass("Humanoid")
--> Necessary for Ragdolling to function properly
Character.Humanoid.BreakJointsOnDeath = false
Character.Humanoid.RequiresNeck = false
--> Specific CFrame's I made for the best looking Ragdoll
local attachmentCFrames = {
["Neck"] = {CFrame.new(0, 1, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1), CFrame.new(0, -0.5, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1)},
["Left Shoulder"] = {CFrame.new(-1.3, 0.75, 0, -1, 0, 0, 0, -1, 0, 0, 0, 1), CFrame.new(0.2, 0.75, 0, -1, 0, 0, 0, -1, 0, 0, 0, 1)},
["Right Shoulder"] = {CFrame.new(1.3, 0.75, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.2, 0.75, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)},
["Left Hip"] = {CFrame.new(-0.5, -1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1), CFrame.new(0, 1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1)},
["Right Hip"] = {CFrame.new(0.5, -1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1), CFrame.new(0, 1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1)},
}
local ragdollInstanceNames = {
["RagdollAttachment"] = true,
["RagdollConstraint"] = true,
["ColliderPart"] = true,
}
--> Used to trigger Ragdoll
local RagdollValue = Instance.new("BoolValue")
RagdollValue.Name = "IsRagdoll"
RagdollValue.Parent = Character
--> Used for anticheats to prevent flying Ragdolls from getting flagged, might be useful for you.
Character:SetAttribute("LastRag")
-------------------------------------------------------------------------------------------------
--> Allows for proper limb collisions
local function createColliderPart(part: BasePart)
if not part then return end
local rp = Instance.new("Part")
rp.Name = "ColliderPart"
rp.Size = part.Size/1.7
rp.Massless = true
rp.CFrame = part.CFrame
rp.Transparency = 1
local wc = Instance.new("WeldConstraint")
wc.Part0 = rp
wc.Part1 = part
wc.Parent = rp
rp.Parent = part
end
--> Converts Motor6D's into BallSocketConstraints
function replaceJoints()
for _, motor: Motor6D in pairs(Character:GetDescendants()) do
if motor:IsA("Motor6D") then
if not attachmentCFrames[motor.Name] then return end
motor.Enabled = false;
local a0, a1 = Instance.new("Attachment"), Instance.new("Attachment")
a0.CFrame = attachmentCFrames[motor.Name][1]
a1.CFrame = attachmentCFrames[motor.Name][2]
a0.Name = "RagdollAttachment"
a1.Name = "RagdollAttachment"
createColliderPart(motor.Part1)
local b = Instance.new("BallSocketConstraint")
b.Attachment0 = a0
b.Attachment1 = a1
b.Name = "RagdollConstraint"
b.Radius = 0.15
b.LimitsEnabled = true
b.TwistLimitsEnabled = false
b.MaxFrictionTorque = 0
b.Restitution = 0
b.UpperAngle = 90
b.TwistLowerAngle = -45
b.TwistUpperAngle = 45
if motor.Name == "Neck" then
b.TwistLimitsEnabled = true
b.UpperAngle = 45
b.TwistLowerAngle = -70
b.TwistUpperAngle = 70
end
a0.Parent = motor.Part0
a1.Parent = motor.Part1
b.Parent = motor.Parent
end
end
Humanoid.AutoRotate = false --> Disabling AutoRotate prevents the Character rotating in first person or Shift-Lock
Character:SetAttribute("LastRag", tick())
end
--> Destroys all Ragdoll made instances and re-enables the Motor6D's
function resetJoints()
if Humanoid.Health < 1 then return end
for _, instance in pairs(Character:GetDescendants()) do
if ragdollInstanceNames[instance.Name] then
instance:Destroy()
end
if instance:IsA("Motor6D") then
instance.Enabled = true;
end
end
Humanoid.AutoRotate = true
end
function Ragdoll(value: boolean)
if value then replaceJoints() else resetJoints() end
end
-------------------------------------------------------------------------------------------------
--> Connect the Events
RagdollValue.Changed:Connect(Ragdoll)
Humanoid.Died:Once(function()
RagdollValue.Value = true
end)
RagdollClient: LocalScript (Parent under RagdollR6)
local Character: Model = script.Parent.Parent
local Torso: BasePart = Character:WaitForChild("Torso")
local Humanoid: Humanoid = Character:WaitForChild("Humanoid")
local RagdollValue: BoolValue = Character:WaitForChild("IsRagdoll")
local function push()
Torso:ApplyImpulse(Torso.CFrame.LookVector * 100)
end
RagdollValue:GetPropertyChangedSignal("Value"):Connect(function()
if (Humanoid.Health == 0) then --> Prevents OOF sound from playing twice thanks to @robloxdestroyer1035
Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
push()
return
end
if RagdollValue.Value then
Humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)
Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
push()
elseif not RagdollValue.Value then
Humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
end
end)
Humanoid.Died:Connect(push)
RagdollR6NPC: Script (Parent under the Character Model)
--> Perfect R6 Ragdoll (NPC Version) by CompletedLoop
--> June 11, 2023
--> Make sure this script is located under the Character Model
local Character: Model = script.Parent
local Torso: BasePart = Character:WaitForChild("Torso")
local Humanoid: Humanoid = Character:FindFirstChildOfClass("Humanoid")
--> Necessary for Ragdolling to function properly
Character.Humanoid.BreakJointsOnDeath = false
Character.Humanoid.RequiresNeck = false
--> Specific CFrame's I made for the best looking Ragdoll
local attachmentCFrames = {
["Neck"] = {CFrame.new(0, 1, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1), CFrame.new(0, -0.5, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1)},
["Left Shoulder"] = {CFrame.new(-1.3, 0.75, 0, -1, 0, 0, 0, -1, 0, 0, 0, 1), CFrame.new(0.2, 0.75, 0, -1, 0, 0, 0, -1, 0, 0, 0, 1)},
["Right Shoulder"] = {CFrame.new(1.3, 0.75, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.2, 0.75, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)},
["Left Hip"] = {CFrame.new(-0.5, -1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1), CFrame.new(0, 1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1)},
["Right Hip"] = {CFrame.new(0.5, -1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1), CFrame.new(0, 1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1)},
}
local ragdollInstanceNames = {
["RagdollAttachment"] = true,
["RagdollConstraint"] = true,
["ColliderPart"] = true,
}
--> Used to trigger Ragdoll
local RagdollValue = Instance.new("BoolValue")
RagdollValue.Name = "IsRagdoll"
RagdollValue.Parent = Character
-------------------------------------------------------------------------------------------------
--> push :)
local function push()
Torso:ApplyImpulse(Torso.CFrame.LookVector * 100)
end
--> Allows for proper limb collisions
local function createColliderPart(part: BasePart)
if not part then return end
local rp = Instance.new("Part")
rp.Name = "ColliderPart"
rp.Size = part.Size/1.7
rp.Massless = true
rp.CFrame = part.CFrame
rp.Transparency = 1
local wc = Instance.new("WeldConstraint")
wc.Part0 = rp
wc.Part1 = part
wc.Parent = rp
rp.Parent = part
end
--> Converts Motor6D's into BallSocketConstraints
function replaceJoints()
for _, motor: Motor6D in pairs(Character:GetDescendants()) do
if motor:IsA("Motor6D") then
if not attachmentCFrames[motor.Name] then return end
motor.Enabled = false;
local a0, a1 = Instance.new("Attachment"), Instance.new("Attachment")
a0.CFrame = attachmentCFrames[motor.Name][1]
a1.CFrame = attachmentCFrames[motor.Name][2]
a0.Name = "RagdollAttachment"
a1.Name = "RagdollAttachment"
createColliderPart(motor.Part1)
local b = Instance.new("BallSocketConstraint")
b.Attachment0 = a0
b.Attachment1 = a1
b.Name = "RagdollConstraint"
b.Radius = 0.15
b.LimitsEnabled = true
b.TwistLimitsEnabled = false
b.MaxFrictionTorque = 0
b.Restitution = 0
b.UpperAngle = 90
b.TwistLowerAngle = -45
b.TwistUpperAngle = 45
if motor.Name == "Neck" then
b.TwistLimitsEnabled = true
b.UpperAngle = 45
b.TwistLowerAngle = -70
b.TwistUpperAngle = 70
end
a0.Parent = motor.Part0
a1.Parent = motor.Part1
b.Parent = motor.Parent
end
end
end
--> Destroys all Ragdoll made instances and re-enables the Motor6D's
function resetJoints()
if Humanoid.Health < 1 then return end
for _, instance in pairs(Character:GetDescendants()) do
if ragdollInstanceNames[instance.Name] then
instance:Destroy()
end
if instance:IsA("Motor6D") then
instance.Enabled = true;
end
end
end
function Ragdoll(value: boolean)
if value then
Humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)
Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
replaceJoints()
push()
else
resetJoints()
Humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
end
end
-------------------------------------------------------------------------------------------------
--> Connect the Events
RagdollValue.Changed:Connect(Ragdoll)
Humanoid.Died:Once(function()
RagdollValue.Value = true
push()
end)
Showcase
Test Place on Mobile:
How to Use
As soon as you import the Script your character will automatically Ragdoll when you die so if thatβs what youβre looking for then your good.
Whenever the Character spawns a BoolValue is created under the model Called βIsRagdollβ.
Setting this BoolValue to true will Ragdoll the player. And setting it to false will Un-Ragdoll the player.
Dead simple hope you find this useful.
Update 6/11/2023
- Created a NPC version of the script.
- Fixed a couple bugs and cleaned up the code.
- Added a βLastRagβ Attribute for AnitCheats
Update 6/10/2024
- Set the RequriesNeck property to true by default to fix not respawning when in falling in the void.