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Ragdoll script just making floating ball joints?

Asked by 4 years ago

Hey! I've been learning about terrain generation lately and I finally got my script to work, and then I had the thought of making a physics game, anyway, I need ragdolls for that, and I'm not really good with joints, so help is appreciated!

My script is:

function ragdoll(player)
    local plr = game.Players[player]
    local character = plr.Character
    for _,motor in pairs(character:GetDescendants()) do
        if motor:IsA("Motor6D") then
            local at1 , at2 = Instance.new("Attachment", motor.Parent), Instance.new("Attachment", motor.Parent)
            at1.Name = "one" 
            at2.Name = "two"


            at1.CFrame = motor.Part0.CFrame
            at2.CFrame = motor.Part1.CFrame
            wait()
            local joint = Instance.new("BallSocketConstraint", motor.Parent)
            joint.Attachment0 = at1
            joint.Attachment1 = at2
            motor:Destroy()
            joint.Visible = true -- Only for testing
        end
    end



end

game.Players.PlayerAdded:Connect(function(plr)
    plr.CharacterAdded:Connect(function(char)
        char.Humanoid.BreakJointsOnDeath = false
        char.Humanoid.Died:Connect(function()
            ragdoll(plr.Name)
            print("Died")
        end)
    end)
end)


Now, it is making ball joints, but they just float above my character and do nothing, they actually make my character fall apart?

Like I said help is appreciated, Thank you!

0
How about dont add any attachments and find the attachment in the part0 and part1 like motor.Part0:FindFirstChild(motor.Name.. "Attachment") or motor.Part0:FindFirstChild(motor.Name.."RigAttachment") kepiblop 124 — 4y
1
Do the exact same with part1 too kepiblop 124 — 4y
1
Ill try that thanks man EllaTheFloofyFox 106 — 4y
0
I gave you a example on answers kepiblop 124 — 4y

1 answer

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Answered by
kepiblop 124
4 years ago

Here is a fixed version of your script that so far works for R15 (does some weird body poses LOL)

local function ragdoll(player)
    local character = player.Character or player.CharacterAdded:Wait()
    local humanoid = character.Humanoid or player.CharacterAdded:Wait()
    humanoid.BreakJointsOnDeath = false
    humanoid.Died:Connect(function()
        for i,motor in pairs(character:GetDescendants()) do
            if motor:IsA("Motor6D") then
                local ballsocket = Instance.new("BallSocketConstraint",motor.Parent)
                local at1 = motor.Part0:FindFirstChild(motor.Name.."Attachment") or motor.Part0:FindFirstChild(motor.Name.."RigAttachment")
                local at2 = motor.Part1:FindFirstChild(motor.Name.."Attachment") or motor.Part1:FindFirstChild(motor.Name.."RigAttachment")
                ballsocket.Attachment0,ballsocket.Attachment1 = at1,at2
                motor:Destroy()
                ballsocket.Visible = true
            end
        end
    end)
end
--[[
Attachment 1 is the original attachment on the character
Attachment 2 is also the original one on the character
so if i make these the ball constraints attachments
then it works fine!
--]]
ragdoll(game.Players:FindFirstChild(script.Parent.Name))
0
If you set his RootPart.CanCollide to false after he dies, he will not do the cool poses imKirda 4491 — 4y
0
Humanoid root part? Alright thanks! kepiblop 124 — 4y
0
Hey thanks, this is exactly what I needed! EllaTheFloofyFox 106 — 4y
0
your welcome! kepiblop 124 — 4y
0
(this is from fm_trick but i just wrote it manually but with your variables) kepiblop 124 — 4y
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