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07/17/19, 01:50 AM   #3
Sordrak
 
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Join Date: May 2017
Posts: 52
Originally Posted by Cardinal05 View Post
Just saw this now, but if you're still interested, I had encapsulated the logic for fall detection in my Magic Carpet add-on into the Featherfall.lua file.

The main thing that you would just need to change in order for it to work in non-Player Housing zones would be line 55:

local x, y, z = GetPlayerWorldPositionInHouse()

would need to be:

local _, x, y, z = GetUnitWorldPosition("player")
Thanks, I'll take a look at it. But i guess, without looking at your code, that you calculate the movement differences and at a certain threshold it will be considered as falling. If that's the case, then unfortunately, this wouldn't be enough
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