Thank you, Ill test if it works!
Could you maybe explain what your situation is then? What’s your use case and why does the Freefalling state not work for it? If you share your use case for checking if the character is falling it might be easier to offer recommendations here or address your issue with using Freefalling.
It can be spoofed by exploiters
What are you trying to accomplish?
Detection of a user whenever he falls, not using FloorMaterial or States
I dont understand why you don’t want to use the humanoid state then. Checking in other ways is inefficient and may cause a lot of issues in the long run if you don’t know how your script works.
Its for an anti exploit, and using states exploiters could spoof it.
So you are trying to make an anti fly script?
I made an anti fly script, its just falling gives you false positives
Wait, I just tested once of the comments and it works ? thought I’ll keep it temporary until i find a better one
(Now setting a solution to that comment)
I have an Idea for that. Try using an invisible 0.01 stud block that gets spawned when the player starts falling while updating it’s Z and X coordinates. If they both dont fall in a reasonable time frame from each other. (aka block reaches the ground and fires an event) The player gets moderated.
Edit: This could also help with checks while having custom behaviour. For example double jumping could impose the same force on the block as the double jumping player. Preventing false positives.
This check works but may cause false positives when custom jumping behaviour is added.
Maybe this would work? (I mean it all comes down to what your game needs.)
Hey, do you by chance know how to detect when a user is climbing (without the state) @WhiteOut_RBLX
I dont think this would work, but maybe try checking if the player is in the climbing animation?
Edit: But then making it work on R15 would be tedious.
How can i check for animations ?
I don’t think you should be too concerned with climbing. Don’t really think there are a lot of exploits that rely on that. The swimming state would be something that you should try to check for. Since there is an exploit that allows people to swim in air. Using Region3 on water zones would give you a check if the player is actually in water and not swimming in the air. (should probably do this serverside tho)
This isn’t really a super good idea, physics fps may differ from actual player fps plus considering he needs to do those on the server it gets even more inviable to do.
Edit:
For falling, the solution i posted above should work properly plus it doesnt have to set 2 positions rather just checking a value.
Yeah, Im just giving options since he doesn’t want to use Humanoid States.
Wait actually I think I may have a better idea.
When the player starts falling:** Cast a ray down to the ground beneath the player and record both the player’s Y position and the Y position of the object that the Ray Hit. Check if the subtraction of these values has not changed (in an expected way) while the player is still in the falling state/the floor material is still air.
Edit: In this way you can still use the humanoid state and don’t have to run checks every frame.