Run it
Copy the script and paste it into your executor.
thisIsTheLocalPlayerThatWillBeControllingTheSTIFFDOLLCharacterInThisExperience = .Players.LocalPlayer
thePrimaryGameLoopServiceThatRunsEveryFrameAndHandlesAllThePhysicsAndRenderingUpdates = :()
theUserInputServiceThatDetectsAllKeyboardMouseTouchAndOtherInputMethodsFromThePlayer = :()
theCurrentCameraThatViewsTheGameWorldFromThePlayersPerspective = .CurrentCamera
theVerticalPropulsionForceAppliedWhenTheSTIFFDOLLJumpsUpwards =
theHorizontalMovementForceAppliedWhenTheSTIFFDOLLHopsForward =
theMinimumTimeIntervalInSecondsBetweenConsecutiveSTIFFDOLLMovementActions =
theCooldownPeriodInSecondsBetweenTogglingSTIFFDOLLStateToPreventSpamming =
theRotationalVelocityMagnitudeThatControlsHowFastTheSTIFFDOLLSpinsThroughTheAir =
aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot =
theTimestampOfTheLastTimeTheSTIFFDOLLPerformedAHoppingMovementAction =
theTimestampOfTheLastTimeTheSTIFFDOLLStateWasToggledOnOrOff =
aReferenceToTheRenderSteppedConnectionThatHandlesContinuousSTIFFDOLLMovementUpdates =
()
theCharacterModelAssociatedWithTheLocalPlayer = thisIsTheLocalPlayerThatWillBeControllingTheSTIFFDOLLCharacterInThisExperience.Character
theCharacterModelAssociatedWithTheLocalPlayer
theHumanoidComponentThatControlsCharacterMovementAndAnimation = theCharacterModelAssociatedWithTheLocalPlayer:()
theAnimationControllerThatManagesAllCharacterAnimations = theHumanoidComponentThatControlsCharacterMovementAndAnimation theHumanoidComponentThatControlsCharacterMovementAndAnimation:()
theAnimationControllerThatManagesAllCharacterAnimations
theAnimationControllerThatManagesAllCharacterAnimations.AnimationPlayed:((animationTrack)
animationTrack.Name:():()
animationTrack:()
)
(theRootPartOfTheCharacter, theHumanoidComponent)
aReferenceToTheRenderSteppedConnectionThatHandlesContinuousSTIFFDOLLMovementUpdates = thePrimaryGameLoopServiceThatRunsEveryFrameAndHandlesAllThePhysicsAndRenderingUpdates.RenderStepped:(()
aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot theHumanoidComponent
theDirectionVectorRepresentingPlayerMovementInput = theHumanoidComponent.MoveDirection
theDirectionVectorRepresentingPlayerMovementInput.Magnitude > () - theTimestampOfTheLastTimeTheSTIFFDOLLPerformedAHoppingMovementAction > theMinimumTimeIntervalInSecondsBetweenConsecutiveSTIFFDOLLMovementActions
theTimestampOfTheLastTimeTheSTIFFDOLLPerformedAHoppingMovementAction = ()
theDirectionVectorRepresentingPlayerMovementInput = theDirectionVectorRepresentingPlayerMovementInput.Unit
theBodyVelocityInstanceThatAppliesLinearForcesToTheSTIFFDOLL = .()
theBodyVelocityInstanceThatAppliesLinearForcesToTheSTIFFDOLL.MaxForce = .(, , )
theBodyVelocityInstanceThatAppliesLinearForcesToTheSTIFFDOLL.Velocity = theDirectionVectorRepresentingPlayerMovementInput * theHorizontalMovementForceAppliedWhenTheSTIFFDOLLHopsForward + .(, theVerticalPropulsionForceAppliedWhenTheSTIFFDOLLJumpsUpwards, )
theBodyVelocityInstanceThatAppliesLinearForcesToTheSTIFFDOLL.Parent = theRootPartOfTheCharacter
.Debris:(theBodyVelocityInstanceThatAppliesLinearForcesToTheSTIFFDOLL, )
theBodyAngularVelocityInstanceThatAppliesRotationalForcesToTheSTIFFDOLL = .()
theBodyAngularVelocityInstanceThatAppliesRotationalForcesToTheSTIFFDOLL.MaxTorque = .(, , )
theSpinAxisVectorCalculatedUsingCrossProduct = .(, , ):(theDirectionVectorRepresentingPlayerMovementInput).Unit
theSpinAxisVectorCalculatedUsingCrossProduct.Magnitude <
theSpinAxisVectorCalculatedUsingCrossProduct = .(, , )
theBodyAngularVelocityInstanceThatAppliesRotationalForcesToTheSTIFFDOLL.AngularVelocity = theSpinAxisVectorCalculatedUsingCrossProduct * theRotationalVelocityMagnitudeThatControlsHowFastTheSTIFFDOLLSpinsThroughTheAir
theBodyAngularVelocityInstanceThatAppliesRotationalForcesToTheSTIFFDOLL.Parent = theRootPartOfTheCharacter
.Debris:(theBodyAngularVelocityInstanceThatAppliesRotationalForcesToTheSTIFFDOLL, )
)
()
aReferenceToTheRenderSteppedConnectionThatHandlesContinuousSTIFFDOLLMovementUpdates
aReferenceToTheRenderSteppedConnectionThatHandlesContinuousSTIFFDOLLMovementUpdates:()
aReferenceToTheRenderSteppedConnectionThatHandlesContinuousSTIFFDOLLMovementUpdates =
(desiredSTIFFDOLLState)
() - theTimestampOfTheLastTimeTheSTIFFDOLLStateWasToggledOnOrOff < theCooldownPeriodInSecondsBetweenTogglingSTIFFDOLLStateToPreventSpamming
theTimestampOfTheLastTimeTheSTIFFDOLLStateWasToggledOnOrOff = ()
theCharacterModelAssociatedWithTheLocalPlayer = thisIsTheLocalPlayerThatWillBeControllingTheSTIFFDOLLCharacterInThisExperience.Character
theCharacterModelAssociatedWithTheLocalPlayer
theHumanoidComponentThatControlsCharacterMovementAndAnimation = theCharacterModelAssociatedWithTheLocalPlayer:()
theRootPartThatAnchorsTheCharacterInTheWorld = theCharacterModelAssociatedWithTheLocalPlayer:()
theHeadPartThatWillBecomeTheCameraSubjectDuringSTIFFDOLL = theCharacterModelAssociatedWithTheLocalPlayer:()
theHumanoidComponentThatControlsCharacterMovementAndAnimation theRootPartThatAnchorsTheCharacterInTheWorld theHeadPartThatWillBecomeTheCameraSubjectDuringSTIFFDOLL
desiredSTIFFDOLLState aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot
aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot =
_, humanoidStateType (.HumanoidStateType:())
theHumanoidComponentThatControlsCharacterMovementAndAnimation:(humanoidStateType, )
theHumanoidComponentThatControlsCharacterMovementAndAnimation:(.HumanoidStateType.Physics)
theHumanoidComponentThatControlsCharacterMovementAndAnimation.PlatformStand =
theCurrentCameraThatViewsTheGameWorldFromThePlayersPerspective.CameraSubject = theHeadPartThatWillBecomeTheCameraSubjectDuringSTIFFDOLL
(theRootPartThatAnchorsTheCharacterInTheWorld, theHumanoidComponentThatControlsCharacterMovementAndAnimation)
aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot =
()
_, humanoidStateType (.HumanoidStateType:())
theHumanoidComponentThatControlsCharacterMovementAndAnimation:(humanoidStateType, )
theHumanoidComponentThatControlsCharacterMovementAndAnimation.PlatformStand =
theHumanoidComponentThatControlsCharacterMovementAndAnimation:(.HumanoidStateType.GettingUp)
theBodyVelocityInstanceThatProvidesUpwardBoostWhenExitingSTIFFDOLLState = .()
theBodyVelocityInstanceThatProvidesUpwardBoostWhenExitingSTIFFDOLLState.MaxForce = .(, , )
theBodyVelocityInstanceThatProvidesUpwardBoostWhenExitingSTIFFDOLLState.Velocity = .(, theVerticalPropulsionForceAppliedWhenTheSTIFFDOLLJumpsUpwards, )
theBodyVelocityInstanceThatProvidesUpwardBoostWhenExitingSTIFFDOLLState.Parent = theRootPartThatAnchorsTheCharacterInTheWorld
.Debris:(theBodyVelocityInstanceThatProvidesUpwardBoostWhenExitingSTIFFDOLLState, )
theCurrentCameraThatViewsTheGameWorldFromThePlayersPerspective.CameraSubject = theHumanoidComponentThatControlsCharacterMovementAndAnimation
()
theUserInputServiceThatDetectsAllKeyboardMouseTouchAndOtherInputMethodsFromThePlayer.InputBegan:((inputObject, gameProcessedEvent)
gameProcessedEvent
inputObject.KeyCode == .KeyCode.R
( aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot)
)
theUserInputServiceThatDetectsAllKeyboardMouseTouchAndOtherInputMethodsFromThePlayer.TouchEnabled
theScreenGuiContainerThatHoldsTheMobileSTIFFDOLLToggleButton = .(, (:()))
theScreenGuiContainerThatHoldsTheMobileSTIFFDOLLToggleButton.Name =
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices = .(, theScreenGuiContainerThatHoldsTheMobileSTIFFDOLLToggleButton)
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.Size = .(, , , )
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.Position = .(, -, , -)
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.BackgroundColor3 = .(, , )
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.Text =
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.TextScaled =
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.Font = .Font.SourceSansBold
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.TextColor3 = .(, , )
theActualButtonThatPlayersTapToToggleSTIFFDOLLStateOnMobileDevices.MouseButton1Click:(()
( aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot)
)
thisIsTheLocalPlayerThatWillBeControllingTheSTIFFDOLLCharacterInThisExperience.CharacterAdded:(()
aBooleanFlagIndicatingWhetherTheCharacterIsCurrentlyInSTIFFDOLLStateOrNot =
()
)
Thanks to roblox we can have stiff doll instead of ragdoll

Universal