Class BlockBehaviorUnstableFalling
- Namespace
- Vintagestory.GameContent
- Assembly
- VSSurvivalMod.dll
Spawns an EntityBlockFalling when the user places a block that has air underneath it or if a neighbor block is removed and causes air to be underneath it. Also has optional functionality to prevent a block being placed if it is unstable. Uses the code "UnstableFalling".
[DocumentAsJson]
[AddDocumentationProperty("AttachableFaces", "The faces that this block could be attached from which will prevent it from falling.", "System.String[]", "Optional", "None", false)]
[AddDocumentationProperty("AttachmentAreas", "A list of attachment areas per face that determine what blocks can be attached to.", "System.Collections.Generic.Dictionary{System.String,Vintagestory.API.Datastructures.RotatableCube}", "Optional", "None", false)]
[AddDocumentationProperty("AttachmentArea", "A single attachment area that determine what blocks can be attached to. Used if AttachmentAreas is not supplied.", "Vintagestory.API.Mathtools.Cuboidi", "Optional", "None", false)]
[AddDocumentationProperty("AllowUnstablePlacement", "Can this block be placed in an unstable position?", "System.Boolean", "Optional", "False", true)]
public class BlockBehaviorUnstableFalling : BlockBehavior
- Inheritance
-
BlockBehaviorUnstableFalling
Fields
AttachableFaces (Optional) (Default: None)
The faces that this block could be attached from which will prevent it from falling.
Field Value
AttachmentArea (Optional) (Default: None)
A single attachment area that determine what blocks can be attached to. Used if AttachmentAreas is not supplied.
Field Value
- Cuboidi
AttachmentAreas (Optional) (Default: None)
A list of attachment areas per face that determine what blocks can be attached to.
Field Value
dustIntensity (Optional) (Default: 0)
A multiplier for the number of dust particles for the falling block. A value of 0 means no dust particles.
[DocumentAsJson("Optional", "0", false)]
private float dustIntensity
Field Value
exceptions (Optional) (Default: None)
A list of block types which this block can always be attached to, regardless if there is a correct attachment area.
[DocumentAsJson("Optional", "None", false)]
private AssetLocation[] exceptions
Field Value
fallSideways (Optional) (Default: False)
Can this block fall horizontally?
[DocumentAsJson("Optional", "False", false)]
public bool fallSideways
Field Value
fallSidewaysChance (Optional) (Default: 0.3)
If fallSideways is enabled, this is the chance that the block will fall sideways instead of straight down.
[DocumentAsJson("Optional", "0.3", false)]
private float fallSidewaysChance
Field Value
fallSound (Optional) (Default: None)
The path to the sound to play when the block falls.
[DocumentAsJson("Optional", "None", false)]
private AssetLocation fallSound
Field Value
ignorePlaceTest (Optional) (Default: False)
If true, then the block can be placed even in an position where it'll be unstable.
[DocumentAsJson("Optional", "False", false)]
private bool ignorePlaceTest
Field Value
impactDamageMul (Optional) (Default: 1)
A multiplier of damage dealt to an entity when hit by the falling block. Damage depends on falling height.
[DocumentAsJson("Optional", "1", false)]
private float impactDamageMul
Field Value
Properties
AllowUnstablePlacement (Optional) (Default: False)
Can this block be placed in an unstable position?