The name of this script suits it. Amazing work!
Just ran into a problem with this Ragdoll script.
My ragdoll can just fly up. (NPC Version)
robloxapp-20231003-1852062.wmv (3.2 MB)
This is because of platform stand.
To fix this you need find in humanoid find “PlatformStanding” and inside script make like “Humanoid.PlatformStanding = true”.
whenever a player falls into the void they stay dead forever, any way to fix this?
I think its to do with ‘NeckRequired’, I also had this issue
Thanks for making this, I converted and modified this to a module script. I needed something seamless like this, and you got me covered.
can you tell me how did you manage to solve it?
I had the same issue myself. I did not do anything about NeckRequired to solve it but this script worked for me (In ServerScriptService):
local RUS = game:GetService("RunService")
RUS.Heartbeat:Connect(function()
for i,v in pairs(game.Players:GetPlayers()) do
if v.Character then
if not v.Character:FindFirstChild("HumanoidRootPart") and v:HasAppearanceLoaded() then
v:LoadCharacter()
end
end
end
end)
This code basically just respawns the player when the glitch happens.
Nah, after some testing, it’s not about the module. Roblox doesn’t fire .Died on the server if he falls in the void.
In-short, don’t make the player fall in the void, thus you wouldn’t have to do unworthy checks like this.
btw it’s also weird that whenever I don’t use the module it actually does fire .Died so idk.
Thanks a lot! Love this resource
Hi, can this system be run only on a client? I am trying to make it so instead of running on the server, each client gets alerted that the npc is ragdolled for a smoother experience.
Yeah, that literally means it is the module’s fault. RequiresNeck kills the player if their neck is gone, so if it’s disabled then the player can’t die.
Hello, this system is cool. Would it be ok if edited this code to fit into a more modular form for use in a project?
Is there a way to make the unragoll instant?
is not not instant? what do you mean
There is a short few-second delay when changing the value on the server to false. It’s causing some unintended issues when I want to unragdoll a player and play an animation on them.
Example without ragdoll:
Example with ragdoll:
Hello. May I ask why at the moment i change the Gettingup becomes true, and when they climbing , it will make the player float to the sky
So i found a bug that prints a error when you ragdoll then die.
Change this line of code:
RagdollValue.Changed:Connect(Ragdoll)
Humanoid.Died:Once(function()
RagdollValue.Value = true
end)
With this:
RagdollValue.Changed:Connect(Ragdoll)
Humanoid.Died:Once(function()
if not RagdollValue then
RagdollValue.Value = true
end
end)
Hey ive tried using this for my game and for some reason it sometimes decides to not let the ragdolls fall. Do you know any way to fix this?