Setting up a roblox fall damage off script is one of those quality-of-life tweaks that can completely change how your game feels to play. Let's be real, there is nothing more frustrating than building a massive, beautiful world only to have players accidentally clip off a ledge and "oof" into oblivion because of default physics. Sometimes, you just want that breezy, platformer vibe where gravity is more of a suggestion than a death sentence.
If you've spent any time in Roblox Studio, you know that the default character settings are a bit… sensitive. By default, the game calculates how fast you're hitting the ground and subtracts health accordingly. While that works for "realistic" survival games, it's a total mood killer for chill hangouts or high-speed obbies. The good news is that turning it off isn't some high-level engineering feat. It's actually pretty straightforward once you know where to stick the code.
Why turn off fall damage anyway?
You might wonder why you'd even bother with a roblox fall damage off script instead of just letting the engine do its thing. Think about the type of game you're making. If it's a fast-paced combat game where people are jumping off skyscrapers to ambush enemies, having them die upon landing is just going to annoy everyone. Or maybe you're building a social space where people just want to explore without worrying about their health bar.
In a lot of modern Roblox experiences, movement is everything. Think about games with double jumps, grapples, or flight mechanics. Fall damage usually just gets in the way of the fun. By stripping that mechanic out, you give players the freedom to take risks and move more vertically. Plus, it saves you the headache of balancing "safe" heights versus "lethal" heights, which can be a nightmare when you're tweaking gravity settings.
How the script actually works
Before we dive into the code, it's helpful to understand what's happening under the hood. In Roblox, the Humanoid object is what handles all the life-and-death stuff for a character. It has different "states"—walking, jumping, swimming, and, of course, falling.
When a character hits the ground after falling, the engine checks the velocity. If it's over a certain threshold, the health goes down. To stop this, we basically need to tell the game, "Hey, when this character lands, just ignore the velocity and don't touch the health."
There are a couple of ways to do this. You can either disable the falling state entirely (which can sometimes make the animations look a bit janky) or you can create a script that resets the damage the moment it's supposed to happen. Most people prefer a clean script that just tells the Humanoid to stay healthy regardless of the drop.
Writing your first fall damage script
You don't need to be a coding genius to get this working. Honestly, you can do this with just a few lines of Lua. The most common way to implement a roblox fall damage off script is to put a LocalScript inside StarterCharacterScripts. This ensures that every time a player's character spawns, the "no damage" rule is applied to them specifically.
Here is a super simple version of what that script looks like:
```lua local character = script.Parent local humanoid = character:WaitForChild("Humanoid")
humanoid.StateChanged:Connect(function(oldState, newState) if newState == Enum.HumanoidStateType.FallingDown or newState == Enum.HumanoidStateType.Ragdoll then humanoid:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false) humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false) end end) ```
This script basically watches the player. If the game tries to put the player into a "FallingDown" or "Ragdoll" state (which is usually what triggers that painful landing), the script just says "No thanks" and keeps the character upright and healthy. It's a clean way to handle it without messing with the core health scripts.
Where to put the script in Roblox Studio
If you're new to the Studio interface, finding the right folder can feel like a scavenger hunt. To get your roblox fall damage off script running, look at your Explorer window on the right.
- Find the folder named
StarterPlayer. - Click the little arrow to expand it, and you'll see
StarterCharacterScripts. - Right-click
StarterCharacterScripts, hover over "Insert Object," and pickLocalScript. - Clear out the default "Hello World" text and paste your code in there.
The reason we put it in StarterCharacterScripts is that this folder automatically clones everything inside it into the player's character model every single time they respawn. If you put it somewhere else, it might only work once, and then as soon as the player resets, they'll start taking fall damage again. We definitely don't want that.
LocalScript vs ServerScript
You might hear some scripters arguing about whether to do this on the server or the client. For something like fall damage, a LocalScript (the client side) is usually fine and feels a lot smoother for the player. Since movement is handled locally to prevent lag, it makes sense to handle the consequences of that movement locally too.
However, if you're making a super competitive game where you're worried about people exploiting or messing with their own health, you might look into server-side checks. But for 95% of games, the local approach is the way to go. It's snappy, it doesn't lag the server, and it gets the job done without any fuss.
Troubleshooting: Why am I still taking damage?
If you've pasted the script and you're still seeing that red flash on your screen when you hit the deck, don't panic. A few things could be going on. First, check if your game has a custom health script. Some templates or kits come with their own built-in fall damage logic that might be overriding your new script.
Another common issue is character scaling. If you're using R15 characters and have some weird gravity settings, the "FallingDown" state might not be triggering the way you expect. You might need to add a line to your script that specifically monitors the Humanoid.Health and resets it if it drops due to a fall, though that's a bit of a "hacky" fix.
Also, make sure you actually named the script something helpful. It doesn't affect the code, but "FallDamageRemover" is a lot easier to find later than "Script" or "New Script (12)".
Balancing your game without fall damage
Once you've got your roblox fall damage off script running perfectly, you might realize your game feels a bit different. Without the threat of falling, players will start climbing everything. They'll leap off the highest peaks just to see how fast they can go.
This is actually a great opportunity for level design. You can build verticality into your world that wouldn't have been possible before. Think about adding jump pads, low-gravity zones, or winding staircases that lead to high-up secrets. Since you don't have to worry about players dying on the way down, you can focus on making the "down" part just as fun as the "up" part.
Just remember that if your game has other hazards—like lava or bottomless pits—you'll still need those to work. Turning off fall damage only stops the impact from hitting the floor; it won't save a player if they fall into a "KillPart" you've placed at the bottom of a canyon.
Final thoughts on scripting
At the end of the day, scripting in Roblox is all about making the game feel right for your players. Using a roblox fall damage off script is a small change, but it's one that shows you're thinking about the player experience. It removes a layer of frustration and lets people focus on the world you've built.
Don't be afraid to tweak the code and see what happens. Maybe you want players to take some damage but not die? You can edit the logic to just reduce the impact rather than nullifying it. That's the beauty of Roblox—you have the keys to the engine, so you might as well drive it exactly how you want. Happy building!