building.set_storey_wall_height
Overview
- [Build Mode Only] Changes the WALL HEIGHT OF A WHOLE STOREY, not of one wall. This is the in-game 'wall height' control that switches a building between 3.0 / 3.9 / 4.8 / 5.7m ceilings, and the wall you name is only a HANDLE for picking which building to change. SCOPE - read this before using it: on the ground floor and above, the change covers the entire CONNECTED BUILDING the wall belongs to, from the given floor_level upward; the storeys above are lifted by the same difference so they stay stacked. Below ground it covers the given level down to the lowest existing basement, connected or not. There is no way to change a single wall segment's height. It is one undo step. Pick the handle wall with x/y (site-relative centimetres near it) or with wall_key from build.scan_walls; x/y is preferred because edge keys are int64 values a JSON client can round. target_height is in CENTIMETRES - use one of the in-game presets (285/300/375/390/465/480/555/570, listed in build.get_site_info build_rules.wall_height_presets); other values are accepted but can be vetoed. The change is validated across every floor of the building, so a storey above or below can reject it. Verify the result with build.scan_floors 'heights'. Requires phase == 'ready' (see build.get_mode_state).
Metadata
| Field | Value |
|---|---|
| Display | Set Storey Wall Height |
| Category | building |
| Access | ScriptCheat |
| Scope | B1Standalone |
| Tags | Experimental |
| Aliases | — |
Parameters
| Name | Type | Required | Default | Description |
|---|---|---|---|---|
| floor_level | int | yes | — | Floor level whose wall height changes. Storeys ABOVE this one on the same building move up with it; storeys below are untouched (below ground it is the other way round: this level down to the lowest basement). |
| target_height | float | yes | — | Target wall height in CENTIMETRES for the whole storey. In-game presets: 285/300/375/390/465/480/555/570. |
| x | float | no | — | Site-relative X in CENTIMETRES anywhere near a wall of the target building. Give x AND y to pick the building by position - preferred over wall_key. |
| y | float | no | — | Site-relative Y in CENTIMETRES anywhere near a wall of the target building (used together with x) |
| wall_key | string | no | — | Exact wall edge key from build.scan_walls, used only when x/y are omitted. Identifies which BUILDING to change, not which wall. Pass the 'edge_key_str' field, i.e. the digits as a STRING - edge keys are int64 values that get mangled when sent as JSON numbers. Prefer x/y. |
| face_dir_x | float | no | 0 | Anchor face direction X. Only reproduces a specific in-game drag; leave at 0. |
| face_dir_y | float | no | 0 | Anchor face direction Y. Leave at 0. |
| face_dir_z | float | no | 0 | Anchor face direction Z. Leave at 0. |
| is_room | bool | no | false | Marks the selection as a room rather than a bare wall, matching how the in-game UI reports what was clicked. It does NOT narrow the scope - the whole storey still changes. Leave false unless reproducing a UI interaction. |
| is_root | bool | no | false | Marks the room as the root room of its wall graph, again only mirroring the UI selection. Does not narrow the scope. Leave false. |
Usage
await inzoi.cli.execute('building.set_storey_wall_height', {
floor_level: 0,
target_height: 0.0,
x: 0.0, // optional
y: 0.0, // optional
wall_key: '', // optional
face_dir_x: 0, // optional
face_dir_y: 0, // optional
face_dir_z: 0, // optional
is_room: false, // optional
is_root: false, // optional
});