How could a fall damage script work without getting the humanoids states?

So I understand that a fall damage script checks when a player’s state changed to falling and then landed and it checks for how long it was falling and does the damage stuff but in my game, it has a ragdoll which sets the player’s state into platform standing. which doesn’t switch from falling and landing when it hits the ground. How can I make a fall damage script that works fine no matter if the player isn’t ragdolling or they are ragdolling since the humanoid states aren’t reliable when they are ragdoll falling? Danke

could you check the force theyre moving at constantly, and when they hit the ground, translate the magnitude to a damage amount?

Raycast underneath the player to check if they hit the ground

This seemed to work. I just check the Y velocity of the HumanoidRootPart and when it suddenly stops and apply damage based on how quick the Y velocity changed. Thank you