Quick question.
Is the Humanoid.FallingDown event still valid or is it depreciated?
According to the wiki, it’s still active. I don’t know if I’m using it wrong or it just doesn’t work like how I think it works.
Quick question.
Is the Humanoid.FallingDown event still valid or is it depreciated?
According to the wiki, it’s still active. I don’t know if I’m using it wrong or it just doesn’t work like how I think it works.
If it’s not marked as deprecated, it’s probably not deprecated. Nothing has been said in regards to the event either. What are you using it for?
I plan on using it to create a skydiving script. I want to use the event to determine when to play a falling animation and apply a BodyVelocity. The Humanoid.FreeFalling event works fine but it fires after a jump and I don’t want to play the animation after a jump.
That’s intended. Freefalling is akin to the term you’d hear in a physics class. The Enum description is as follows:
The Humanoid is currently freefalling (jumped from a height).
When a Humanoid jumps, they’re in freefall motion but upwards. When they’re falling down, they’re in freefall motion but downwards.
I’m aware. That’s why I want to use FallingDown, but it just doesn’t seem to work.
Oh, excuse me, wrong enum. I’m getting confused because two different enums are being referenced now; FallingDown and FreeFalling. I’m not quite sure which one specifically you want. For FallingDown:
The Humanoid has been tripped, and will attempt to get up in a few moments.
The corresponding event is also not deprecated. Those events really are just reinvents of the wheel and fire when the Humanoid changes over to those state types. You can easily opt to use StateChanged instead of the explicit events corresponding to a HumanoidStateType Enum.
So, in my specific use case, how would I apply this? If I use StateChanged
, how will I determine if the player is falling from a great height, not a jump?
Are you asking how to determine when to activate this state, or about the event? Seems like you’re straying from the purpose of your thread now.
Connecting to StateChanged
gives two parameters to the function, the old state and the new state. If it’s switching from Jumping to Freefall, it’s a jump. If it’s switching from anything else to Freefall, it’s a fall.