Is it possible to make a player not able to fall into the void?

Is there a way for a player to not be able to fall into the void? For example, in Minecraft, when you crouch you can’t fall off of that block you are on unless you uncrouch or jump.

If you have ever done anything like this please say how or if not provide ideas.

Also, I am not 100% sure this is the right category for this topic.

Thanks!
-PitaPata14

try adding a script whenever a player presses a button there is invisible walls around whatever object you are on

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The most simplistic way is the way robloxguy said, you can use instance.new for this with multiple invisible barriers around your character.

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yeah thats what i was thinking just thought if there was a better way

I think a cool way to do it would be to repeatedly teleport the player up so that they don’t fall and die.

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I do not speak English, remember that when reading :grinning:

Everything the people mentioned above is true

Invisible walls about whatever you are on

Try this code if you don’t want to use Invisible walls about whatever you are on

The player is unable to fall into a void

This code when placed inside a LocalScript in StarterPlayer in StarterCharacterScripts

local Player = game.Players.LocalPlayer
local mouse = Player:GetMouse()
local Root = script.Parent:WaitForChild("HumanoidRootPart")
local Humanoid = script.Parent:WaitForChild("Humanoid")
local model = script.Parent
local Enabled = false

local function onModelTouched(part)
	if part:IsDescendantOf(model) then return end
	--print(model:GetFullName() .. " was touched by " .. part:GetFullName())
	if part.Name == "Head" then
	   Enabled = false
	elseif part.BrickColor == BrickColor.new("New Yeller") then	
	   Enabled = false
	elseif part.Size == Vector3.new(7, 7, 7) then
	   Enabled = false
	else
	   Enabled = true
	end	
end
 
for _, child in pairs(model:GetChildren()) do
	if child:IsA("BasePart") then
		child.Touched:Connect(onModelTouched)
	end
end

mouse.KeyDown:connect(function(key)
	if key == "e" then
    local bodyPosition = Root:FindFirstChild("BodyPosition")
	if bodyPosition then	
		bodyPosition:Destroy()
	end
	end
end)

Humanoid.StateChanged:Connect(function(oldState, newState)
	--print(oldState, newState)
	if oldState == Enum.HumanoidStateType.Jumping and newState == Enum.HumanoidStateType.Freefall then
	local bodyPosition = Root:FindFirstChild("BodyPosition")
	if bodyPosition then	
	   bodyPosition:Destroy()
	end	
	end

	if newState ~= Enum.HumanoidStateType.Freefall then
	local bodyPosition = Root:FindFirstChild("BodyPosition")
	if bodyPosition then	
		bodyPosition:Destroy()
	end
	end	
end)

function onFreeFall()
	if Enabled == true then
	if not Root:FindFirstChild("BodyPosition") then
	   local bodyPosition = Instance.new("BodyPosition")
       bodyPosition.MaxForce = Vector3.new(0, math.huge, 0)
       bodyPosition.P = 10000
       bodyPosition.D = 1250
       bodyPosition.Parent = Root
       bodyPosition.Position = Root.Position
   end	
   end	
end

Humanoid.FreeFalling:connect(onFreeFall)

If it doesn’t work properly, tell me yen the problem

Determine which part you want the player to drop from

He falls from the head of the other player

if part.Name == “Head” then

falls if the part color New Yeller

elseif part.BrickColor == BrickColor.new(“New Yeller”)

falls if the part size

elseif part.Size == Vector3.new(7, 7, 7)

It drops if you press a letter E

if key == “e” then

Try to add other conditions

I wish you good luck in what you do

I know it is solved But I have a opinion aswell.
You can put walls around it and put their invisiblity to 1.
Hope it helped. :smiley: