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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