• SetShouldServerRagdoll creates invisible serverside ragdoll and clientside ragdoll
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I'm trying to switch player death ragdolls to serverside so I can manipulate them there without making a new prop_ragdoll whenever the player dies because that will make what I'm doing incompatible with just about everything. I'm setting ply:SetShouldServerRagdoll( true ) on players as they spawn, and when they die they are producing 2 ragdolls: a serverside prop_ragdoll and a clientside hl2mp ragdoll. The serverside prop_ragdoll has collisions and can be moved via props and the like, but is completely invisible. I've tried initializing it like I would a ragdoll recently made with ents.Create, but that's having no effect. Can anyone with more information on this than me let me know why ply:SetShouldServerRagdoll( true ) seems to be producing two ragdolls, why one of the ragdolls seems to be fundamentally broken, and, if possible, how this can be avoided? I'd appreciate it
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