On Player Fall
Emitted when the player takes fall damage. Falls short enough to deal no damage do not emit this signal.
on_player_hurt is emitted as well, with fall as its damage id.
Side
SERVER
Syntax
= on_player_fall(distance)Parameters
distance(float): Distance of the fall, in blocks.
Examples
// React to a hard landing
= on_player_fall(distance)
{distance > 10:
Alex: That looked painful.
}
# gameplay
-> DONE// Fail a stealth section when the player drops into the courtyard
= on_player_fall(distance)
{distance > 4:
-> chapter_2_alarm_raised
}
# gameplay
-> DONE