Hey there, I've been stuck on trying to find a fix for this issue for awhile now and not sure what is causing it to behave this way?
Basically once the player is ragdolled they are getting pulled up as if by force into the air.
Script:
game.Players.PlayerAdded:Connect(function(plr) plr.CharacterAdded:Connect(function(char) local human = char:WaitForChild("Humanoid") for _, v in pairs(char:GetDescendants()) do if v:IsA("Motor6D") then local a0, a1 = Instance.new("Attachment"), Instance.new("Attachment") a0.CFrame = v.C0 a1.CFrame = v.C1 a0.Parent = v.Part0 a1.Parent = v.Part1 local ball = Instance.new("BallSocketConstraint") ball.Attachment0 = a0 ball.Attachment1 = a1 ball.Parent = v.Part0 char:WaitForChild("Humanoid"):ChangeState(Enum.HumanoidStateType.Physics) char.HumanoidRootPart.CanCollide = false v.Enabled = false end end wait(10) local human = char:WaitForChild("Humanoid") for _, v in pairs(char:GetDescendants()) do if v:IsA("Motor6D") then v.Enabled = true char:WaitForChild("Humanoid"):ChangeState(Enum.HumanoidStateType.GettingUp) end end end) end)
Any help is appreciated!
Try changing the state types on line 17 and 28
Here's a list of state types that you can test out.