Um so I was messing around in studio and decided to add a vector force to this finisher. But when I did so the limbs sometimes do this werid thing where they float around
I looked around for what its called, and I’ve seen this happen sometimes when the player dies. How do I fix it?
btw it doesnt ALWAYS happen, theres like a 40% chance it does
I had a very similar issue in the past where there was “undefined behaviour” for lack of a better term, for what was going on with the character models whenever its health dropped to or below 0.
I also posted a solution to it there too, it may help you.
I honestly still don’t fully understand why, so at the moment, rather than deal with that, I just never let any characters’ health drop below 1 to prevent anything like this from happening.
For example:
hum.HealthChanged:Connect(function(health)
if health <= 0 then
hum.Health = 1
end
end)
I also keep this in check by keeping my damage taking stuff in my game very centralized, where I have written my own :TakeDamage() function that effectively does what roblox does but guarantees that health will not drop below 1.
function CombatUtils:TakeDamage(char:Model, hitChar:Model, dmg:number)
local hitHum = hitChar:FindFirstChild("Humanoid")
if hitHum.Health - dmg < 1 then
hitHum.Health = 1
else
hitHum:TakeDamage(dmg)
end
end
I found a solution to my problem from last year. Just setting the network ownership of the limbs to the server fixes it. But you need to wait a bit before doing so