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Description
Entertainment purposes only This Roblox Anti-Ragdoll Script prevents your character from being stunned, ragdolled, or forced into unwanted states (like sitting or falling down). It automatically detects when your Humanoid tries to enter a ragdoll state and forces it back into a standing position, keeping you in control at all times. Key Features: ✔ Blocks ragdolling (prevents forced knockdowns) ✔ Stops unintentional sitting/falling (no more random stuns) ✔ Works automatically on character respawn ✔ Lightweight & efficient (no lag or performance impact) ✔ Like a Tab Glitch Recommend for: ✔ Probably Auto execute for combat games (e.g, TSB, JJS, etc.) Not recommended to: ✖ BUCKSHOT [4+2 Player] and other sit requirement games Ideal for: Combat games where ragdoll effects are annoying Preventing stun-lock exploits Ensuring your character stays upright in any situation Enjoy the script! If there's a issue with the script please leave a comment below
Updates
Script edited: Update script
Script edited: Speeding up the antistun
Script edited: Fixed stunned unsit character in the script (discovered by me)
Script edited: Added detection and the script tested
Script edited: Forgot to add antisit
--add us on roblox vincentplayz9356
local player = game:GetService("Players").LocalPlayer
local function setupCharacter(character)
local humanoid = character:WaitForChild("Humanoid")
humanoid.Sit = false
local connections = {}
local function handleBadState(newState)
if newState == Enum.HumanoidStateType.Ragdoll or
newState == Enum.HumanoidStateType.FallingDown or
newState == Enum.HumanoidStateType.PlatformStanding or
newState == Enum.HumanoidStateType.Seated then
humanoid.Sit = false
humanoid.PlatformStand = false
humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
if character:FindFirstChild("HumanoidRootPart") then
character.HumanoidRootPart.Anchored = false
end
return true
end
return false
end
handleBadState(humanoid:GetState())
table.insert(connections, humanoid.StateChanged:Connect(function(_, newState)
handleBadState(newState)
end))
for _, seat in pairs(workspace:GetDescendants()) do
if seat:IsA("Seat") then
table.insert(connections, seat:GetPropertyChangedSignal("Occupant"):Connect(function()
if seat.Occupant == humanoid then
task.wait(0.01)
humanoid.Sit = false
humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
end
end))










Yes
Nice
не работает в -subway mayhem- исправьте пж пж пж