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build.scan_floors

Overview

  • List floors and rooms in the current site with room indices, positions and wall-graph heights. Works in both play mode (character must be inside a building) and build mode. Use room_index with build.set_floor_color / build.set_floor_material. 'heights' gives each wall graph's base_height / floor_height / wall_height plus the derived bottom_height (base+floor, the Z the walls stand on) and top_height. That is where you read the elevation to pass as base_height when starting a room on a floor above 0 with building.construct_wall - later segments of the same room inherit it automatically. Room node coordinates are in SITE-RELATIVE CENTIMETRES, the same space as building.place_object. Paging applies to ROOMS, not floors: at most 'limit' rooms (200 by default) are listed across all floors, so compare 'count' against 'total_rooms' to detect truncation. room_index stays stable across pages.

Metadata

FieldValue
DisplayScan Floors
Categorybuild
AccessPublic
ScopeB1Standalone
TagsExperimental
Aliases—

Parameters

NameTypeRequiredDefaultDescription
floor_levelintno—Filter by floor level (default: all floors)
limitintno200Maximum number of rooms to list across all floors. 0 means no limit. 'total_rooms' always reflects the true match count.
offsetintno0Skip this many matching rooms before filling the arrays (for paging)

Usage

await inzoi.cli.execute('build.scan_floors', {
floor_level: 0, // optional
limit: 200, // optional
offset: 0, // optional
});