I’ve made a ragdoll system, however there’s a problem with it. If a person explodes, and or loses all of their body… they can still walk around. I have no idea why they can do this. Here’s a video showing the issue.
This needs to work with people in the blast radius as well.
Questions I asked myself
What is the Humanoids current state: Getting Up, this prevents the person ragdolled from flinging across the map when unragdolled. I’m not sure what I should make the Humanoids state when they get up.
Is the Died event firing when the player explodes?: No, and I have no idea why. If all parts of the humanoid disconnect; usually that would mean the character has died.
The problem with that, is I need it to work for people who also haven’t explode due to the command. It has to work for people who are also in blast radius
Get the distance from the player’s avatar and the other player’s avatars. Check by getting the magnitude differenence of the humanoidrootpart and check if its in a specific stud amount. If they are, kill them and make the explode effect, otherwise dont.
I’ve figured out the issue, when you turn off RequiresNeck in the Humanoid… it essentially puts your character in a constant state of inability to die. It’s always a simple thing that could break everything… remember that. I’d also check out @1vp78z’s recommendation, in-case you need to have RequiresNeck off.
@1vp78z, I was thinking of doing that; but I knew there had to be something else that was causing it. I didn’t want to create a whole system just to explode people… it didn’t make sense to me. I will keep that idea in mind for the future though!