For fall damage you can use the Humanoid’s surfaceMaterial property. And register the highest velocity when it was airborne when it lands accordingly. I feel a lot of people do this, but I noticed it’s actually set locally and replicates to the server i.e. hacker changes floor material, or deletes it and that’s what the server would get.
You can try to use the derivative of the velocity to compute change in acceleration (what’s actually hurting you in a car accident) but the numbers are unreliable and a mess because the physics run at 240hz hidden away from us.
So then you can do fall time, and to make it server sided, getTouchingParts on the body parts every frame… or handle touch and touchEnded supplements, since tE is like, broken.
And any other means of manipulating properties here.
Fall Damage looks very cheatable to me, especially because of the humanoid Material property being frequented to implement it.
But Impact Damage is even meaner. And, as of current even if I found a means to mitigate velocity caused by the player, a post onto itself perhaps, I would still be wanted to verify the impacts.
Can you even secure something like this, can you even bother? I don’t ever remember seeing nor recall a no fall damage cheat or hack performed anywhere oddly enough.
Might I get away with local damage registry and when the server just applies it, it makes sure the value is less than 0 so they cannot use it to heal, at best, to just stop sending calls for them to mitigate the effects?
But if they did, that might break my game, if they fall somewhere they shouldn’t.
There’s been lots of posts here but no confidence has been expressed in the security of them let alone have I found anyone make mention of it.
And if you run it on the server, it doesn’t make much a difference; they have complete control over their character model regardless.