It works by replacing the target with a duplicate race without the "No Knockdown" and "Not pushable" flags checked. In the case of Mammoths, I had to fix their "MammothKnockDown" animation to use the Ragdoll animation instead of StaggerStart.
But dragons, well... a dragon is another beastie altogether, isn't it? I know dragons can ragdoll, because they do it when they die. But any attempt to ragdoll it while still alive results in peculiar behavior, i.e. it getting stuck in the ground nose-down at about a 45 degree angle, slowing following the player around while remaining completely stiff. This happens when I SendAnimationEvent(target,"RagDoll"), RagdollInstant OR using PlayIdle with DragonActionKnockdownRoot, and of course the race has been swapped with a duplicate that can be knocked down, at least in theory.
Any ideas on what's going wrong, or how this can be done? Ideally I'd love to knock the dragon out of the sky and have it fall straight down to earth, but if I can ragdoll it after it's grounded normally, that would be sufficient.
Edit: Obviously, PushActorAway isn't working here.
