#fall damage

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proud stag
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.

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Bool Variable "InAir" = False
Vector3 Variable "AirStartPos"
Float Variable "AirMaxSpeed"

Event Receiver (Update 30hz) > Set "InAir" to ({Player Get Is Jumping Or Falling(Local Player)}) > If {InAir}
     Then > Set "AirMaxSpeed" to (max((Get Velocity(Get Local Player)).y,AirMaxSpeed)

Event Receiver (Variable InAir Changes) > If {InAir}
     Then > Set "AirStartPos" to (Combatant Get Ground Position(Get Local Player))
     Else (Player Hit Ground) > Damage Circuit > Set AirMaxSpeed to (0)```

Then you can deal damage based off how far they fell + how fast they fell
quasi lotus
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I Remember seeing one in circuit shows off

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It did for me

cursive hare
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Bool Variable "InAir" = False
Vector3 Variable "AirStartPos"
Float Variable "AirMaxSpeed"

Event Receiver (Update 30hz) > Set "InAir" to ({Player Get Is Jumping Or Falling(Local Player)}) > If {InAir}
     Then > Set "AirMaxSpeed" to (max((Get Velocity(Get Local Player)).y,AirMaxSpeed)

Event Receiver (Variable InAir Changes) > If {InAir}
     Then > Set "AirStartPos" to (Combatant Get Ground Position(Get Local Player))
     Else (Player Hit Ground) > Damage Circuit > Set AirMaxSpeed to (0)```

Then you can deal damage based off how far they fell + how fast they fell