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Why won't anchored characters die when I use my ragdoll death script?

Asked by 2 years ago

I'm currently making a ragdoll death system in my horror game. When the player dies to the monster, it ragdolls. The monster anchors the player and jumpscares the player. The death has a two-second delay. It works fine, but when I use the ragdoll death script, the jumpscare won't let the player respawn, and the monster keeps damaging the player for multiple times. I also noticed that when I anchor the player and set the health to 0, it doesn't respawn and quickly regenerates health, and I had to set the health to 0 to actually make the player respawn. Is it because "BreakJointsOnDeath" is set to false? Please tell me solutions because I can't figure out a way to fix it. Thanks!

Ragdoll Script (where the main problem is):

local Players = game:GetService("Players")

local character= script.Parent
local player= Players:GetPlayerFromCharacter(character)

if character and player then
    local humanoid = character:FindFirstChildOfClass("Humanoid")
    local rootPart = character:FindFirstChild("HumanoidRootPart")

    if humanoid and rootPart then
        humanoid.BreakJointsOnDeath = false

        humanoid.Died:Connect(function()
            for _, descendant in pairs(character:GetDescendants()) do
                if (descendant:IsA("Motor6D") or descendant:IsA("Motor")) and (descendant.Name ~= "Neck") then
                    local mahballzSocket = Instance.new("BallSocketConstraint")
                    local attachment0 = Instance.new("Attachment")
                    local attachment1 = Instance.new("Attachment")
                    attachment0.CFrame = descendant.C0
                    attachment1.CFrame = descendant.C1
                    attachment0.Parent = descendant.Part0
                    attachment1.Parent = descendant.Part1

                    mahballzSocket.LimitsEnabled = true
                    mahballzSocket.TwistLimitsEnabled = true
                    mahballzSocket.Attachment0 = attachment0
                    mahballzSocket.Attachment1 = attachment1
                    mahballzSocket.Parent = descendant.Parent

                    descendant:Destroy()
                end
            end
            rootPart.CanCollide = false
        end)
    end
end

Monster AI (in case you want to see it):

-- part of the ai script that jumpscares the player
function Attack(target)
    local distance = (monsterRoot.Position - target:WaitForChild("HumanoidRootPart").Position).Magnitude

    if distance > (HitboxLength) then
        --local monsterToTargetPath = GetPath(target:WaitForChild("HumanoidRootPart"))

        chasing.Value = true
        monsterHumanoid.WalkSpeed = chaseSpeed

        monsterHumanoid:MoveTo(target:WaitForChild("HumanoidRootPart").Position, target:WaitForChild("HumanoidRootPart"))

        --[[
        for _, waypoint in pairs(monsterToTargetPath:GetWaypoints()) do
            monsterHumanoid:MoveTo(waypoint.Position)
        end]]
    else
        monsterHumanoid.WalkSpeed = normalSpeed
        chasing.Value = false

        repeat task.wait() until jumpscareAnim.Length > 0

        jumpscareAnim:Play()

        --target:FindFirstChildOfClass("Humanoid"):TakeDamage(target:FindFirstChildOfClass("Humanoid").MaxHealth)
        local JumpscareFinished = ReplicatedStorage:WaitForChild("Jumpscare"):InvokeClient(Players:GetPlayerFromCharacter(target), monster, jumpscareAnim.Length)

        repeat task.wait() until ((JumpscareFinished ~= nil) and (JumpscareFinished == true))
        jumpscareAnim:Stop()
        print("Finished!")
    end
end

Jumpscare Script:

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local TweenService = game:GetService("TweenService")

local player = Players.LocalPlayer or Players:GetPlayerFromCharacter(script.Parent)
local character = ((player.Character or player.CharacterAdded:Wait()) or script.Parent)
local camera = workspace.CurrentCamera

ReplicatedStorage:WaitForChild("Jumpscare").OnClientInvoke = function(monster, animLength)
    if (monster ~= nil) and (monster:FindFirstChildOfClass("Humanoid")) and (monster:FindFirstChild("Head")) and (monster:FindFirstChild("HumanoidRootPart")) then
        local monsterHumanoid = monster:FindFirstChildOfClass("Humanoid")
        local monsterHead = monster:FindFirstChild("Head")
        local monsterRoot = monster:FindFirstChild("HumanoidRootPart")

        local JumpscareBox = monsterHead:FindFirstChild("JumpscareBox")

        if (JumpscareBox ~= nil) then
            camera.CameraType = Enum.CameraType.Scriptable
            camera.CFrame = JumpscareBox.CFrame

            monsterRoot.Anchored = true
            character:WaitForChild("HumanoidRootPart").Anchored = true

            for i, v in pairs(character:GetDescendants()) do
                if v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("UnionOperation") or v:IsA("Decal") then
                    v.Transparency = 1
                end
            end

            task.delay(2, function()
                ReplicatedStorage:WaitForChild("Death"):Fire(character)
            end)

            task.wait(animLength)

            for i, v in pairs(character:GetDescendants()) do
                if v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("UnionOperation") or v:IsA("Decal") then
                    v.Transparency = 0
                end
            end

            camera.CameraType = Enum.CameraType.Custom

            monsterRoot.Anchored = false
            character:WaitForChild("HumanoidRootPart").Anchored = false

            return true
        end
    end
end

Death Screen Script:

game.ReplicatedStorage.Death.Event:Connect(function(character)
    script.Parent.Visible = true

    character:WaitForChild("Humanoid"):TakeDamage(character:WaitForChild("Humanoid").MaxHealth)
end)
0
Well 90% sure anchored models can't use the physics in roblox Littlebigplanet40000 77 — 2y
0
thx T3_MasterGamer 2189 — 2y

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