I'm making a totally not brutal game where you push people off a building, and have an issue

When you are pushed/push someone off the building, when you hit the ground, you don’t immediately explode and bounce around 10 meters in the air, then fall down and die. Like a trampoline. How do I fix this?

You could make it so that the player is heavier than normal, so they can’t at all bounce, or you can have them die before the hit the ground, which should also stop this. Don’t know much about this situation though and how to fix it.

I’m not really sure where I got this code (I also changed a bit) but here it is:

<Humanoid>.StateChanged:Connect(function(old, new)
	if new == Enum.HumanoidStateType.Landed then
		-- cancel out existing velocity
		local velo = <HumanoidRootPart>.AssemblyLinearVelocity
		<HumanoidRootPart>.AssemblyLinearVelocity = velo*Vector3.new(1,0,1)

		-- get distance to ground
		local ray = Ray.new(<HumanoidRootPart>.Position, Vector3.new(0,-20,0))
		local hit, pos = game.Workspace:FindPartOnRay(ray, <Character>)

		--apply ground hit position to character at hip height offset
		local hipHeight = <Humanoid>.HipHeight
		local newPos = pos + Vector3.new(0,hipHeight,0)
		<Character>:SetPrimaryPartCFrame(<HumanoidRootPart>.CFrame - <HumanoidRootPart>.Position + newPos)

EDIT: Put it in a local script and assign the variables in <> (although you probably already know that)