#enemy ragdolled gets hanged instead

6 messages · Page 1 of 1 (latest)

night juniper
#

i made a ragdoll script that substitutes all the motor 6d's in the character with ball-socket constraints and puts a collider part for each body part all in the server, but the problem is that when someone else's character gets ragdolled, they get hanged instead of falling?

for _, motor: Motor6D in ipairs(Torso:GetChildren()) do
        if motor:IsA("Motor6D") and humanoid 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"

            a0.Parent = motor.Part0
            a1.Parent = motor.Part1
            b.Parent = motor.Parent
        end
    end

video:

urban vortex
#

I dont recoment using a part as a hitbox

#

Use GetPartBoundsInBox

dusty niche
pseudo cedar
#

make sure its plugged in

night juniper