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Block Code Reference ​

This page documents all available Blocky scripting blocks in Battlefield Portal.

Note: This reference was compiled from the Battlefield Portal website's built-in help documentation and organized here for easier navigation and cross-referencing.

Summary ​

CategoryCount
Objects25
Events55
Values303
Actions237
Selection Lists75
Control Actions5
Types110

Events ​

Events trigger when something happens in the game. Each event has a set of parameters (payloads) that provide context about what occurred.

In the Blocky editor, payload blocks are prefixed with Event (e.g. EventPlayer, EventOtherPlayer, EventDamageType).

Ongoing ​

Ongoing Event types continually check if its Condition has become True. If so, the Actions will be executed once. In order for the Event to execute again, the Condition must become False before becoming True again.

Ongoing Event types currently exist within the context of: Player, Team, Vehicle and CapturePoint

Within the Player and Team contexts, payload value blocks, such as EventPlayer and EventTeam, can be used to refer to the specific Player or Team within the Event. Note: In FFA, Ongoing Team will not execute at all.

Player ​

OnPlayerDamaged ​

This will trigger when a Player takes damage.

PayloadTypeDescription
EventPlayerPlayerDamaged Player
EventOtherPlayerOtherPlayerDamager Player
EventDamageTypeDamageTypeType of Damage Dealt
EventWeaponWeaponUnlockKilling Weapon

OnPlayerDeployed ​

PayloadTypeDescription
EventPlayerPlayer

OnPlayerDied ​

This will trigger whenever a Player dies.

PayloadTypeDescription
EventPlayerPlayerVictim
EventOtherPlayerOtherPlayerKiller
EventDeathTypeDeathTypeVictim Death Type
EventWeaponWeaponUnlockKilling Weapon

OnPlayerEarnedKill ​

This will trigger when a Player earns a kill against another Player.

PayloadTypeDescription
EventPlayerPlayerKiller
EventOtherPlayerOtherPlayerVictim
EventDeathTypeDeathType
EventWeaponWeaponUnlockKilling Weapon

OnPlayerEarnedKillAssist ​

This will trigger when a Player earns a kill assist.

PayloadTypeDescription
EventPlayerPlayerAssist Player
EventOtherPlayerOtherPlayerVictim

OnPlayerEnterAreaTrigger ​

This will trigger when a Player enters an AreaTrigger.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Entered Volume
EventAreaTriggerAreaTriggerArea Trigger Entered

OnPlayerEnterCapturePoint ​

This will trigger when a Player enters a CapturePoint capturing area.

PayloadTypeDescription
EventPlayerPlayerPlayer Entering Capture Area
EventCapturePointCapturePointCapture Point Being Entered

OnPlayerEnterVehicle ​

This will trigger when a Player enters a Vehicle.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Enters Seat
EventVehicleVehicleVehicle

OnPlayerEnterVehicleSeat ​

This will trigger when a Player enters a Vehicle seat.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Enters Seat
EventVehicleVehicleVehicle
EventSeatSeatSeat Index

OnPlayerEnterVL7Cloud ​

This will trigger when a Player enters a VL7Cloud volume.

PayloadTypeDescription
EventPlayerPlayerPlayer Entering Cloud
EventVL7CloudVL7Cloud

OnPlayerExitAreaTrigger ​

This will trigger when a Player exits an AreaTrigger.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Left Volume
EventAreaTriggerAreaTriggerArea Trigger Exited

OnPlayerExitCapturePoint ​

This will trigger when a Player exits a CapturePoint capturing area.

PayloadTypeDescription
EventPlayerPlayerPlayer Leaving Capture Area
EventCapturePointCapturePointCapture Point Left

OnPlayerExitVehicle ​

This will trigger when a Player exits a Vehicle.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Enters Seat
EventVehicleVehicleVehicle

OnPlayerExitVehicleSeat ​

This will trigger when a Player exits a Vehicle seat.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Enters Seat
EventVehicleVehicleVehicle
EventSeatSeatSeat Index

OnPlayerExitVL7Cloud ​

This will trigger when a Player exits a VL7Cloud volume.

PayloadTypeDescription
EventPlayerPlayerPlayer Leaving Cloud
EventVL7CloudVL7Cloud

OnPlayerInteract ​

This will trigger when a Player interacts with InteractPoint.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Interacted
EventInteractPointInteractPointInteractPoint Interacted With

OnPlayerJoinGame ​

This will trigger when a Player joins the game.

PayloadTypeDescription
EventPlayerPlayerJoined Player

OnPlayerLeaveGame ​

This will trigger when any player leaves the game.

PayloadTypeDescription
EventNumberNumber

OnPlayerSwitchTeam ​

This will trigger when a Player changes team.

PayloadTypeDescription
EventPlayerPlayerPlayer changing Team
EventTeamTeamNew Team

OnPlayerUIButtonEvent ​

This will trigger when a Player interacts with an UI button.

PayloadTypeDescription
EventPlayerPlayerPlayer who interacted
EventUIWidgetUIWidgetButton Interacted With
EventUIButtonEventUIButtonEventType Of Interaction

OnPlayerUndeploy ​

This will trigger when the Player dies and returns to the deploy screen.

PayloadTypeDescription
EventPlayerPlayerDead Player

Capture Point ​

OnCapturePointCaptured ​

This will trigger when a team takes control of a CapturePoint.

PayloadTypeDescription
EventCapturePointCapturePointCaptured Capture Point

OnCapturePointCapturing ​

This will trigger when a team begins capturing a CapturePoint.

PayloadTypeDescription
EventCapturePointCapturePointContested Capture Point

OnCapturePointLost ​

This will trigger when a team loses control of a CapturePoint.

PayloadTypeDescription
EventCapturePointCapturePointLost Capture Point

Vehicle ​

OnVehicleDestroyed ​

This will trigger when a Vehicle is destroyed.

PayloadTypeDescription
EventVehicleVehicleDestroyed Vehicle

OnVehicleSpawned ​

This will trigger when a Vehicle is called into the map.

PayloadTypeDescription
EventVehicleVehicleSpawned Vehicle

MCOM ​

OnMCOMArmed ​

This will trigger when a MCOM is armed.

PayloadTypeDescription
EventMCOMMCOMArmed MCOM

OnMCOMDefused ​

This will trigger when a MCOM is defused.

PayloadTypeDescription
EventMCOMMCOMDefused MCOM

OnMCOMDestroyed ​

This will trigger when a MCOM detonates.

PayloadTypeDescription
EventMCOMMCOMDestroyed MCOM

AI ​

OnAIMoveToFailed ​

This will trigger when an AI Soldier stops trying to reach a destination.

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIMoveToRunning ​

This will trigger when an AI Soldier starts moving to a target location.

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIMoveToSucceeded ​

This will trigger when an AI Soldier reaches target location.

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIParachuteRunning ​

This will trigger when an AI Soldier parachute action is running.

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIParachuteSucceeded ​

This will trigger when an AI Soldier parachute action has succeeded.

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIWaypointIdleFailed ​

This will trigger when an AI Soldier stops following a waypoint.

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIWaypointIdleRunning ​

PayloadTypeDescription
EventPlayerPlayer

OnAIWaypointIdleSucceeded ​

This will trigger when an AI Soldier finishes following a waypoint.

PayloadTypeDescription
EventPlayerPlayerAIPlayer

Game Mode ​

OnGameModeEnding ​

This will trigger when the gamemode ends.

No payload parameters.

OnGameModeStarted ​

This will trigger at the start of the gamemode.

No payload parameters.

OnTimeLimitReached ​

This will trigger when the gamemode time limit has been reached.

No payload parameters.

Other ​

OnBombDropped ​

This will trigger when a player drops the bomb.

PayloadTypeDescription
EventBombBombBomb That Was Dropped
EventPlayerPlayerPlayer Who Dropped

OnBombPickedUp ​

This will trigger when a player picks up a bomb.

PayloadTypeDescription
EventBombBombBomb That Was Picked Up
EventPlayerPlayerPlayer Who Picked Up

OnBombStateChanged ​

This will trigger when a bomb changes state.

PayloadTypeDescription
EventBombBombBomb That Changed State
EventBombStateBombStateNew Bomb State

OnGolmudTrainStopped ​

This will trigger when the Golmud train stops.

PayloadTypeDescription
EventGolmudTrainStopReasonGolmudTrainStopReason

OnMandown ​

This will trigger when a Player is forced into the mandown state.

PayloadTypeDescription
EventPlayerPlayerDowned Player
EventOtherPlayerOtherPlayer

OnPortalGadgetAimStart ​

This will trigger when a Player presses the Zoom button.

PayloadTypeDescription
EventPlayerPlayerPlayer aiming PortalGadget

OnPortalGadgetAimStop ​

This will trigger when a Player releases the Zoom button.

PayloadTypeDescription
EventPlayerPlayerPlayer who aimed PortalGadget

OnPortalGadgetFireStart ​

This will trigger when a Player presses the Fire button.

PayloadTypeDescription
EventPlayerPlayerPlayer activating PortalGadget

OnPortalGadgetFireStop ​

This will trigger when a Player releases the Fire button.

PayloadTypeDescription
EventPlayerPlayerPlayer no longer activating PortalGadget

OnPortalGadgetLaserToggle ​

This will trigger when a Player presses the Tactical Device button.

PayloadTypeDescription
EventPlayerPlayerPlayer toggling laser on PortalGadget
EventBooleanBooleanwhether the laser is toggled on or off

OnRayCastHit ​

This will trigger when a Raycast hits a target.

PayloadTypeDescription
EventPlayerPlayerOrigin of the Raycast
EventPointPointVector with Location of the Hit
EventNormalNormalVector with orientation of the Normal

OnRayCastMissed ​

This will trigger when a Raycast is called and doesn't hit any target.

PayloadTypeDescription
EventPlayerPlayerOrigin of the Raycast

OnRevived ​

This will trigger when a Player is revived by another Player.

PayloadTypeDescription
EventPlayerPlayerRevived Player
EventOtherPlayerOtherPlayerReviver Player

OnRingOfFireZoneSizeChange ​

PayloadTypeDescription
EventRingOfFireRingOfFire
EventNumberNumber

OnSpawnerSpawned ​

This will trigger when an AISpawner spawns an AI Soldier.

PayloadTypeDescription
EventPlayerPlayerNewly Spawned AI Soldier
EventSpawnerSpawnerAI Spawner

Values ​

Value blocks return a value and can be used as inputs to other blocks.

AI ​

Behaviour

AiInputItem ​

Return an AI input which can be used with SetAiInput

SignatureReturn Type
(String, String)Ai Input
GetWaypointPath ​

Returns the waypoint path object corresponding to the provided id.

SignatureReturn Type
(objId: Number)WaypointPath

Arrays ​

AppendToArray ​

Returns a copy of an Array with the provided value appended to the end.

Note: It is not possible for an array to contain arrays. Attempting to append an array to an array will concatenate them instead.

SignatureReturn Type
(array: Array, any)Array
ArraySlice ​

Returns a copy of the specified Array containing only values from a specified index range.

SignatureReturn Type
(array: Array, startIndex: Number, endIndex: Number)Array
CountOf ​

Returns the Number of elements in the specified Array.

SignatureReturn Type
(array: Array)Number
CurrentArrayElement ​

Returns a reference to the current Array element being evaluated. Only used for FilteredArray, MappedArray, SortedArray, IsTrueForAll, and IsTrueForAny.

EmptyArray ​

Returns an initialized empty Array.

FilteredArray ​

Returns a filtered version of the specified Array based on the condition provided. This block cycles through the entire array. You can utilize the CurrentArrayElement block to represent the element in the Array for each iteration. For an Array like AllPlayers, CurrentArrayElement would represent each Player in that Array. You can then build your filter condition based on a property of that Player (like score, or some custom player Variable value).

SignatureReturn Type
(array: Array, any)Array
FirstOf ​

Returns the first value of the specified Array.

SignatureReturn Type
(array: Array)void
IndexOfFirstTrue ​

Returns the index of the first true value in the specified array.

SignatureReturn Type
(array: Array, any)Number
IsTrueForAll ​

Returns True if the provided condition is True for every element in the provided Array.

SignatureReturn Type
(array: Array, any)Boolean
IsTrueForAny ​

Returns True if the provided condition is True for at least one element in the provided Array.

SignatureReturn Type
(array: Array, any)Boolean
LastOf ​

Returns the value at the end of the specified Array.

SignatureReturn Type
(array: Array)void
MappedArray ​

Returns a copy of the provided Array with the values evaluated using the mapped expression provided. The following example utilizes the AllPlayers Array with GetGameModeScore and CurrentArrayElement to return an Array of Player scores.

SignatureReturn Type
(array: Array, any)Array
RandomizedArray ​

Returns a copy of the specified Array with the values in a random order.

SignatureReturn Type
(array: Array)Array
RandomValueInArray ​

Returns a random value from the specified Array.

SignatureReturn Type
(array: Array)void
SortedArray ​

Returns a sorted version of the specified Array given a Number value to sort by (ascending). CurrentArrayElement can be utilized to represent each value in the Array. In the following example, CurrentArrayElement is used to represent each Player in AllPlayers. GetGameModeScore is used with CurrentArrayElement to return the score, used as a rank, to sort the Array in ascending order.

SignatureReturn Type
(array: Array, index: Number)Array
ValueInArray ​

Returns the value found at a provided index of an Array.

SignatureReturn Type
(array: Array, index: Number)void

Audio ​

GetSFX ​

Returns the SFX object corresponding to the provided id.

SignatureReturn Type
(objId: Number)SFX
GetVO ​

Returns the VO object corresponding to the provided id.

SignatureReturn Type
(objId: Number)VO

Camera ​

GetFixedCamera ​

Returns a Fixed Camera.

SignatureReturn Type
(objId: Number)FixedCamera

Effects ​

VFX

GetVFX ​

Returns the VFX object corresponding to the provided id.

SignatureReturn Type
(objId: Number)VFX

Event Payloads ​

Gamemode

EventBomb ​

Returns the Bomb payload from the OnBombDropped, OnBombPickedUp and OnBombStateChanged Event contexts.

EventBombState ​

Part of the OnBombStateChanged Payload to specify the new state of the bomb.

​
EventAreaTrigger ​

Returns the AreaTrigger payload from the OnPlayerEnterAreaTrigger and OnPlayerExitAreaTrigger Event contexts.

EventBoolean ​

Returns a Boolean payload.

EventCapturePoint ​

Returns the CapturePoint payload from the OnCapturePointCaptured, OnCapturePointLost, OnCapturePointCapturing, OnPlayerEnterCapturePoint and OnPlayerExitCapturePoint Event contexts.

EventDamageType ​

Returns the PlayerDamageTypesItem payload from the OnPlayerDamaged Event context.

EventDeathType ​

Returns the PlayerDeathTypesItem payload from the OnPlayerDied and OnPlayerEarnedKill Event contexts.

EventEmplacementSpawner ​

Returns the EmplacementSpawner payload from the Ongoing (EmplacementSpawner) Event context.

EventFixedCamera ​

Currently unused EventParamter.

EventGolmudTrainStopReason ​

Part of the OnGolmudTrainStopped Payload to specify why the train stopped.

EventHQ ​

Returns the HQ payload from the Ongoing (HQ) Event context.

EventInteractPoint ​

Returns the InteractPoint payload from the OnPlayerInteract Event context.

EventMCOM ​

Returns the MCOM payload from the OnMCOMArmed, OnMCOMDefused and OnMCOMDestroyed Event contexts.

EventNormal ​

Returns the Normal payload from the OnRaycastHit Event context.

EventNumber ​

Returns the Number payload from the OnPlayerLeaveGame Event context.

EventOtherPlayer ​

Returns the Team payload from the OnPlayerDied, OnPlayerEarnedKill, OnPlayerEarnedKillAssist, OnPlayerDamaged, OnRevived, OnMandown Event contexts.

EventPlayer ​

Returns the Player payload from many Event contexts.

EventPoint ​

Returns the Point payload from the OnRaycastHit Event context.

EventRingOfFire ​

Returns the RingOfFire payload from the OnRingOfFireZoneSizeChange Event context.

EventSeat ​

Returns the Seat payload from the OnPlayerExitVehicleSeat and OnPlayerEnterVehicleSeat Event contexts.

EventSector ​

Returns the Sector payload from the Ongoing (Sector) Event context.

EventSpawner ​

Returns the Spawner payload from the OnSpawnerSpawned Event context.

EventSpawnPoint ​

Returns the SpawnPoint payload from the Ongoing (SpawnPoint) Event context.

EventTeam ​

Returns the Team payload from the OnPlayerSwitchTeam Event contexts.

EventUIButtonEvent ​

Returns the UIButtonEventItem payload from the OnPlayerUIButtonEvent Event context.

EventUIWidget ​

Returns the UIWidget payload from the OnPlayerUIButtonEvent Event context.

EventVehicle ​

Returns the Vehicle payload from the OnVehicleSpawned, OnVehicleDestroyed, OnPlayerExitVehicleSeat, OnPlayerExitVehicle, OnPlayerEnterVehicleSeat and OnPlayerEnterVehicle Event contexts.

EventVehicleSpawner ​

Returns the VehicleSpawner payload from the Ongoing (VehicleSpawner) Event context.

EventVL7Cloud ​

Returns the VL7 from the OnPlayerEnterVL7Cloud and OnPlayerExitVL7Cloud Event context.

EventWaypointPath ​

Returns the WaypointPath payload from the Ongoing (WaypointPath) Event context.

EventWeapon ​

Returns the Weapon payload from the OnPlayerDied, OnPlayerDamaged, OnPlayerEarnedKill and OnPlayerDamaged Event contexts.

EventWorldIcon ​

Returns the WorldIcon payload from the Ongoing (WorldIcon) Event context.

Gameplay ​

Deploy

GetSpawnPoint ​

Returns the spawn point object corresponding to the provided id.

SignatureReturn Type
(objId: Number)SpawnPoint

Gamemode

GetGameModeScore ​

Returns the current gamemode score of the provided Player or Team.

SignatureReturn Type
(player: Player)Number
(team: Team)Number
GetMatchTimeElapsed ​

Returns the amount of time left (seconds) in the current gamemode.

GetMatchTimeRemaining ​

Returns the amount of time left (in seconds) in the current gamemode.

GetRingOfFire ​

Returns the ring of fire object corresponding to the provided id.

SignatureReturn Type
(objId: Number)RingOfFire
GetRoundTime ​

Returns the time limit set for the gamemode (in seconds).

GetTargetScore ​

Returns the gamemode target score needed for victory.

IsFaction ​

Returns True if the provided Team is using soldiers from the specified Faction.

SignatureReturn Type
(team: Team, factions: Factions)Boolean
ScoreCriteriaItem ​

Returns a Score Criteria that can be used to set how the scoring is evaluated.

SignatureReturn Type
(String, String)Score Criteria
GetAreaTrigger ​

Returns the area trigger object corresponding to the provided id.

SignatureReturn Type
(objId: Number)AreaTrigger
GetEmplacementSpawner ​

Returns the emplacement spawner object corresponding to the provided id.

SignatureReturn Type
(objId: Number)EmplacementSpawner
GetGolmudTrainLocation ​

Returns the World Position of the Golmud Moving Train. (Only on Golmud Railway map).

GetInteractPoint ​

Returns the interact point object corresponding to the provided id.

SignatureReturn Type
(objId: Number)InteractPoint
GetLootSpawner ​

Returns the loot spawner object corresponding to the provided id.

SignatureReturn Type
(objId: Number)LootSpawner
GetObjId ​

Returns the id corresponding to the provided object.

SignatureReturn Type
(object: Object)Number
GetSpatialObject ​

Returns the spatial object corresponding to the provided id.

SignatureReturn Type
(spatialObjectNumber: Number)SpatialObject
GetSpawner ​

Returns the spawner object corresponding to the provided id.

SignatureReturn Type
(objId: Number)Spawner
GetVehicleSpawner ​

Returns the vehicle spawner object corresponding to the provided id.

SignatureReturn Type
(objId: Number)VehicleSpawner
GetVL7Cloud ​

Returns the VL7Cloud object corresponding to the provided id.

SignatureReturn Type
(objId: Number)VL7Cloud
IsCurrentMap ​

Returns True if the provided Map is the name of the current map.

SignatureReturn Type
(maps: Maps)Boolean
SpawnObject ​

Spawns an object at runtime. Returns the spawned object if successful, otherwise returns undefined.

SignatureReturn Type
(prefabEnum: Runtime Spawn Common | Runtime Spawn Abbasid | Runtime Spawn Aftermath | Runtime Spawn Badlands | Runtime Spawn Battery | Runtime Spawn Capstone | Runtime Spawn Contaminated | Runtime Spawn Dumbo | Runtime Spawn Eastwood | Runtime Spawn Fire Storm | Runtime Spawn Limestone | Runtime Spawn Outskirts | Runtime Spawn Subsurface | Runtime Spawn Tungsten | Runtime Spawn Granite Downtown | Runtime Spawn Granite Marina | Runtime Spawn Granite Military Rn D | Runtime Spawn Granite Military Storage | Runtime Spawn Granite Residential North | Runtime Spawn Granite Tech Center | Runtime Spawn Granite Underground | Runtime Spawn Sand | Runtime Spawn Golmud Railway | Runtime Spawn Plaza, position: Vector, rotation: Vector, scale: Vector)void
(prefabEnum: Runtime Spawn Common | Runtime Spawn Abbasid | Runtime Spawn Aftermath | Runtime Spawn Badlands | Runtime Spawn Battery | Runtime Spawn Capstone | Runtime Spawn Contaminated | Runtime Spawn Dumbo | Runtime Spawn Eastwood | Runtime Spawn Fire Storm | Runtime Spawn Limestone | Runtime Spawn Outskirts | Runtime Spawn Subsurface | Runtime Spawn Tungsten | Runtime Spawn Granite Downtown | Runtime Spawn Granite Marina | Runtime Spawn Granite Military Rn D | Runtime Spawn Granite Military Storage | Runtime Spawn Granite Residential North | Runtime Spawn Granite Tech Center | Runtime Spawn Granite Underground | Runtime Spawn Sand | Runtime Spawn Golmud Railway | Runtime Spawn Plaza, position: Vector, rotation: Vector)void

Logic ​

And ​

Returns a Boolean value based on whether both of the provided inputs return True.

SignatureReturn Type
(boolean0: Boolean, boolean1: Boolean)Boolean
Equals ​

Returns a Boolean indicating if two values are equal to each other.

SignatureReturn Type
(any, any)Boolean
GreaterThan ​

Returns a Boolean indicating if the 1st provided value is greater than the 2nd provided value.

SignatureReturn Type
(number0: Number, number1: Number)Boolean
GreaterThanEqualTo ​

Returns a Boolean indicating if the 1st provided value is greater than the 2nd provided value.

SignatureReturn Type
(left: Number, right: Number)Boolean
IfThenElse ​

Returns the 1st provided value if the condition is True, otherwise, returns the 2nd provided value.

SignatureReturn Type
(condition: Boolean, any, any)void
IsType ​

Returns True if the provided value is equal to the specified Type.

SignatureReturn Type
(any, type: Types)Boolean
IsUndefined ​

Returns whether a value is undefined, such as when a function cannot return a valid value.

SignatureReturn Type
(any)Boolean
IsValid ​

Returns whether a value is defined and if object reference is valid for object values.

SignatureReturn Type
(any)Boolean
JsValue ​

Calls a javascript value function.

SignatureReturn Type
(valueName: String, any, any)void
LessThan ​

Returns a Boolean indicating if the 1st provided value is less than the 2nd provided value.

SignatureReturn Type
(left: Number, right: Number)Boolean
LessThanEqualTo ​

Returns a Boolean indicating if the 1st provided value is less than or equal to the 2nd provided value.

SignatureReturn Type
(left: Number, right: Number)Boolean
Not ​

Return a Boolean of the opposite value of the Boolean input.

SignatureReturn Type
(boolean: Boolean)Boolean
NotEqualTo ​

Returns a Boolean indicating if two values are not equal to each other.

SignatureReturn Type
(any, any)Boolean
Or ​

Returns a Boolean based on whether either of the two inputs are True.

SignatureReturn Type
(boolean0: Boolean, boolean1: Boolean)Boolean
Xor ​

Returns True if the provided Boolean inputs return different values.

SignatureReturn Type
(boolean0: Boolean, boolean1: Boolean)Boolean

Messages

Concat ​

Returns a string containing the concatenation of two strings.

SignatureReturn Type
(string0: String, string1: String)String

Math ​

AbsoluteValue ​

Returns the unsigned value of the provided Number input.

SignatureReturn Type
(number: Number)Number
Add ​

Returns the sum of two Number or two Vector values.

SignatureReturn Type
(number0: Number, number1: Number)Number
(vector0: Vector, vector1: Vector)Vector
AngleBetweenVectors ​

Returns the angle (in degrees) between two provided Vector values.

SignatureReturn Type
(vector0: Vector, vector1: Vector)Number
AngleDifference ​

Returns the difference between two angles (in degrees).

SignatureReturn Type
(number0: Number, number1: Number)Number
ArccosineInDegrees ​

Returns the inverse cosine of a provided Number value in degrees.

SignatureReturn Type
(number: Number)Number
ArccosineInRadians ​

Returns the inverse cosine of a provided Number value in radians.

SignatureReturn Type
(number: Number)Number
ArcsineInDegrees ​

Returns the inverse sine of a provided Number value in degrees.

SignatureReturn Type
(number: Number)Number
ArcsineInRadians ​

Returns the inverse sine of a provided Number value in radians.

SignatureReturn Type
(number: Number)Number
ArctangentInDegrees ​

Returns the inverse tangent of a provided Number value in degrees.

SignatureReturn Type
(number: Number)Number
ArctangentInRadians ​

Returns the inverse tangent of a provided Number value in radians.

SignatureReturn Type
(number: Number)Number
Ceiling ​

Returns the value rounded up to the nearest integer.

SignatureReturn Type
(number: Number)Number
CosineFromDegrees ​

Returns the cosine value of a specified angle in degrees.

SignatureReturn Type
(number: Number)Number
CosineFromRadians ​

Returns the cosine value of a specified angle in radians.

SignatureReturn Type
(number: Number)Number
CreateTransform ​

Creates a Transform from Position and Rotation Vectors

SignatureReturn Type
(position: Vector, rotation: Vector)Transform
CreateVector ​

Returns a Vector composed of three provided 'X' (left), 'Y' (up), and 'Z' (forward) values.

SignatureReturn Type
(number0: Number, number1: Number, number2: Number)Vector
CrossProduct ​

Returns the cross product between two Vector values. If the two Vector inputs are parallel, the result will be zero.

SignatureReturn Type
(vector0: Vector, vector1: Vector)Vector
DegreesToRadians ​

Returns a value in radians from a specified value in degrees.

SignatureReturn Type
(number: Number)Number
DirectionFromAngles ​

Returns a directional Vector from the provided horizontal (yaw) and vertical (pitch) angles (in degrees).

SignatureReturn Type
(number0: Number, number1: Number)Vector
DirectionTowards ​

Returns the direction, or normalized Vector, from a starting position and ending position.

SignatureReturn Type
(vector0: Vector, vector1: Vector)Vector
DistanceBetween ​

Returns the distance between a starting position and ending position.

SignatureReturn Type
(vector0: Vector, vector1: Vector)Number
Divide ​

Returns the ratio between two Number values or a Vector and Number value. A Vector divided by a Number will yield a scaled Vector.

SignatureReturn Type
(number0: Number, number1: Number)Number
(vector: Vector, number: Number)Vector
DotProduct ​

Returns the dot product between two Vector values. If the two values are orthogonal to each other, the result will be zero.

SignatureReturn Type
(vector0: Vector, vector1: Vector)Number
Floor ​

Returns the value rounded down to the nearest integer.

SignatureReturn Type
(number: Number)Number
Max ​

Returns the greater of the two Number values provided.

SignatureReturn Type
(number0: Number, number1: Number)Number
Modulo ​

Returns the remainder of the 1st provided value divided by the 2nd provided value.

SignatureReturn Type
(number0: Number, number1: Number)Number
Multiply ​

Returns the product of two Number values or the product of a Vector and Number value.

SignatureReturn Type
(number0: Number, number1: Number)Number
(vector: Vector, number: Number)Vector
Normalize ​

Returns a unit-length normalization of a Vector.

SignatureReturn Type
(vector: Vector)Vector
Pi ​

Returns the constant value 3.14159

RadiansToDegrees ​

Returns a value in degrees from a specified value in radians.

SignatureReturn Type
(number: Number)Number
RaiseToPower ​

Returns the 1st provided value raised to the power of the 2nd provided value.

SignatureReturn Type
(number0: Number, number1: Number)Number
RandomReal ​

Returns a random Number between a specified minimum and maximum value (inclusive).

SignatureReturn Type
(number0: Number, number1: Number)Number
RoundToInteger ​

Returns a whole Number rounded from the input value. The value rounds up if the decimal of the Number is greater than or equal to 0.5, and rounds down if it is less than 0.5.

SignatureReturn Type
(number: Number)Number
SineFromDegrees ​

Returns the sine value of a specified angle in degrees.

SignatureReturn Type
(number: Number)Number
SineFromRadians ​

Returns the sine value of a specified angle in radians.

SignatureReturn Type
(number: Number)Number
SquareRoot ​

Returns the square root of a provided Number value.

SignatureReturn Type
(number: Number)Number
Subtract ​

Returns the difference between two Number values or two Vector values.

SignatureReturn Type
(number0: Number, number1: Number)Number
(vector0: Vector, vector1: Vector)Vector
TangentFromDegrees ​

Returns the tangent value of a specified angle in degrees.

SignatureReturn Type
(number: Number)Number
TangentFromRadians ​

Returns the tangent value of a specified angle in radians.

SignatureReturn Type
(number: Number)Number

Objectives ​

CapturePoint

AllCapturePoints ​

Returns an Array of all capture points within a game.

GetCapturePoint ​

Returns the CapturePoint or MCOM corresponding to the provided Capture Point or MCOM respectively.

SignatureReturn Type
(objId: Number)CapturePoint
GetCaptureProgress ​

Returns a Number from zero to one corresponding to the capture progress of the provided CapturePoint.

SignatureReturn Type
(capturePoint: CapturePoint)Number
GetCurrentOwnerTeam ​

Returns the current owner team corresponding to the provided capture point.

SignatureReturn Type
(capturePoint: CapturePoint)Team
GetOwnerProgressTeam ​

Returns the team of the team currently capturing the provided capture point.

SignatureReturn Type
(capturePoint: CapturePoint)Team
GetPlayersOnPoint ​

Returns a Array of all players within the boundaries of a provided CapturePoint.

SignatureReturn Type
(capturePoint: CapturePoint)Array
GetPreviousOwnerTeam ​

Returns the previous owner team corresponding to the provided capture point.

SignatureReturn Type
(capturePoint: CapturePoint)Team

Deploy

GetHQ ​

Returns the HQ object corresponding to the provided id.

SignatureReturn Type
(objId: Number)HQ

Gamemode

GetBomb ​

Returns the Bomb object corresponding to the provided id.

SignatureReturn Type
(objId: Number)Bomb
GetMCOM ​

Returns the MCOM object corresponding to the provided id.

SignatureReturn Type
(objId: Number)MCOM
GetSector ​

Returns the sector object corresponding to the provided id.

SignatureReturn Type
(objId: Number)Sector

Other ​

AmmoTypesItem ​

Returns an AmmoTypes Item which can be used with SpawnLoot.

SignatureReturn Type
(String, String)Ammo Types
ArmorTypesItem ​

Returns an ArmorTypes Item which can be used with SpawnLoot and AddEquipment.

SignatureReturn Type
(String, String)Armor Types
BombStateItem ​

Returns a BombState to use with the OnBombStateChanged Event.

SignatureReturn Type
(String, String)Bomb State
CamerasItem ​

Returns a Cameras Item which can be used with SetCameraType and SetCameraTypeForAll.

SignatureReturn Type
(String, String)Cameras
CustomNotificationSlotsItem ​

Returns a CustomNotificationSlot which can be used with DisplayCustomNotificationMessage and ClearCustomNotificationMessage.

SignatureReturn Type
(String, String)Custom Notification Slots
FactionsItem ​

Returns a Factions Item which can be used with IsFaction.

SignatureReturn Type
(String, String)Factions
GadgetsItem ​

Returns a Gadgets Item which can be used with SpawnLoot, AddEquipment, AIStartUsingGadget and AddUIGadgetImage.

SignatureReturn Type
(String, String)Gadgets
GetArgument ​

Returns the value of the argument that is passed into the Subroutine. The list of available parameters will populate once this block is placed inside the Subroutine.

SignatureReturn Type
(subroutineArgIndex: Number)void
GetVariable ​

Returns the value of a Variable.

SignatureReturn Type
(variable: Variable)void
GlobalVariable ​

Returns the variable specified by a number.

SignatureReturn Type
(variableIndex: Number)Variable
GolmudTrainMoveCommandsItem ​

Returns a GolmudTrainMoveCommands for use with GolmudTrainSendMoveCommand.

SignatureReturn Type
(String, String)Golmud Train Move Commands
GolmudTrainStopReasonItem ​

Returns a GolmudTrainStopReason to use with the OnGolmudTrainStopped Event.

SignatureReturn Type
(String, String)Golmud Train Stop Reason
GolmudTrainVariantsItem ​

Returns a GolmudTrainVariant used by mutators.

SignatureReturn Type
(String, String)Golmud Train Variants
InventorySlotsItem ​

Returns an InventorySlots Item which can be used with RemovePlayerInventoryAtSlot, SetInventoryAmmo, SetInventoryMagazineAmmo and ForceSwitchInventory.

SignatureReturn Type
(String, String)Inventory Slots
MapsItem ​

Returns a Maps Item which can be used with IsCurrentMap.

SignatureReturn Type
(String, String)Maps
MCOMArmTypeItem ​

Returns a MCOMArmType that can be used with SetMCOMArmType.

SignatureReturn Type
(String, String)MCOM Arm Type
MoveSpeedItem ​

Returns a MoveSpeed Item which can be used with AISetMoveSpeed.

SignatureReturn Type
(String, String)Move Speed
MusicEventsItem ​

Returns a triggerable music event.

SignatureReturn Type
(String, String)Music Events
MusicPackagesItem ​

Returns a "music package" for loading music, such as loading Core music or loading BattleRoyale music.

SignatureReturn Type
(String, String)Music Packages
MusicParamsItem ​

Returns a parameter that controls different parts of the music.

SignatureReturn Type
(String, String)Music Params
ObjectVariable ​

Returns the variable specified by an object.

SignatureReturn Type
(ownerObject: Object, variableIndex: Number)Variable
PlayerDamageTypesItem ​

Returns a PlayerDamageTypes Item which can be used with EventDamageTypeCompare.

SignatureReturn Type
(String, String)Player Damage Types
PlayerDeathTypesItem ​

Returns a PlayerDeathTypes Item which can be used with EventDeathTypeCompare.

SignatureReturn Type
(String, String)Player Death Types
RestrictedInputsItem ​

Returns a RestrictedInputs Item which can be used with EnableInputRestriction.

SignatureReturn Type
(String, String)Restricted Inputs
ResupplyTypesItem ​

Returns a ResupplyTypes Item which can be used with Resupply.

SignatureReturn Type
(String, String)Resupply Types
RuntimeSpawn_AbbasidItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Abbasid
RuntimeSpawn_AftermathItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Aftermath
RuntimeSpawn_BadlandsItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Badlands
RuntimeSpawn_BatteryItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Battery
RuntimeSpawn_CapstoneItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Capstone
RuntimeSpawn_CommonItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Common
RuntimeSpawn_ContaminatedItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Contaminated
RuntimeSpawn_DumboItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Dumbo
RuntimeSpawn_EastwoodItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Eastwood
RuntimeSpawn_FireStormItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Fire Storm
RuntimeSpawn_GolmudRailwayItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Golmud Railway
RuntimeSpawn_Granite_DowntownItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Granite Downtown
RuntimeSpawn_Granite_MarinaItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Granite Marina
RuntimeSpawn_Granite_ResidentialNorthItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Granite Residential North
RuntimeSpawn_Granite_TechCenterItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Granite Tech Center
RuntimeSpawn_Granite_UndergroundItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Granite Underground
RuntimeSpawn_LimestoneItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Limestone
RuntimeSpawn_OutskirtsItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Outskirts
RuntimeSpawn_PlazaItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Plaza
RuntimeSpawn_SandItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Sand
RuntimeSpawn_SubsurfaceItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Subsurface
RuntimeSpawn_TungstenItem ​

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Tungsten
ScoreboardTypeItem ​

Returns a ScoreboardType Item which can used with SetScoreboardType.

SignatureReturn Type
(String, String)Scoreboard Type
ScreenEffectsItem ​

Returns a ScreenEffectsItem which can used with EnableScreenEffect.

SignatureReturn Type
(String, String)Screen Effects
SoldierClassItem ​

Returns a SoldierClass Item which can be used with SpawnAIFromAISpawner.

SignatureReturn Type
(String, String)Soldier Class
SoldierEffectsItem ​

SoldierEffectsItem

SignatureReturn Type
(String, String)Soldier Effects
SoldierStateBoolItem ​

Returns a SoldierStateBool Item which can be used with GetSoldierState.

SignatureReturn Type
(String, String)Soldier State Bool
SoldierStateNumberItem ​

Returns a SoldierStateBool Item which can be used with GetSoldierState.

SignatureReturn Type
(String, String)Soldier State Number
SoldierStateVectorItem ​

Returns a SoldierStateBool Item which can be used with GetSoldierState.

SignatureReturn Type
(String, String)Soldier State Vector
SpawnModesItem ​

Returns a SpawnModes Item which can be used with SetSpawnMode.

SignatureReturn Type
(String, String)Spawn Modes
SpectatingGroupItem ​

Returns a SpectatingGroup for use with SetSpectatingFilters

SignatureReturn Type
(String, String)Spectating Group
SpotStatusItem ​

Returns a SpotStatus Item which can be used with SpotTarget.

SignatureReturn Type
(String, String)Spot Status
StanceItem ​

Returns a Stance Item which can be used with AISetStance.

SignatureReturn Type
(String, String)Stance
StationaryEmplacementsItem ​

Returns a StationaryEmplacements Item which can be used with SetEmplacementSpawnerType.

SignatureReturn Type
(String, String)Stationary Emplacements
TypesItem ​

Returns a Types Item which can used with IsType.

SignatureReturn Type
(String, String)Types
UIAnchorItem ​

Returns a UIAnchor Item which can used with many UI Actions.

SignatureReturn Type
(String, String)UI Anchor
UIBgFillItem ​

Returns a UIBgFill Item which can used with many UI Actions.

SignatureReturn Type
(String, String)UI Bg Fill
UIButtonEventItem ​

Returns a UIButtonEvent Item which can used with many EnableUIButtonEvent.

SignatureReturn Type
(String, String)UI Button Event
UIDepthItem ​

Returns a UIDepth Item which can used with many UI Actions.

SignatureReturn Type
(String, String)UI Depth
UIImageTypeItem ​

Returns a UIImageType Item which can used with AddUIImage.

SignatureReturn Type
(String, String)UI Image Type
VehicleCategoriesItem ​

Returns a VehicleCategories item.

SignatureReturn Type
(String, String)Vehicle Categories
VehicleListItem ​

Returns a VehicleList Item which can be used with SetVehicleSpawnerVehicleType and CompareVehicleName.

SignatureReturn Type
(String, String)Vehicle List
VehicleStateVectorItem ​

Returns a VehicleStateVector Item which can be used with GetVehicleState.

SignatureReturn Type
(String, String)Vehicle State Vector
VoiceOverEvents2DItem ​

Returns a VoiceOverEvents2D Item which can be used with PlayVO.

SignatureReturn Type
(String, String)Voice Over Events2 D
VoiceOverFlagsItem ​

Returns a VoiceOverFlags Item which can be used with PlayVO.

SignatureReturn Type
(String, String)Voice Over Flags
WeaponAttachmentsItem ​

Returns a WeaponAttachments Item which can be used with AddAttachmentToWeaponPackage.

SignatureReturn Type
(String, String)Weapon Attachments
WeaponsItem ​

Returns an Weapons Item which can be used with AddEquipment, and AddUIWeaponImage.

SignatureReturn Type
(String, String)Weapons
WorldIconImagesItem ​

Returns a WorldIconImages Item which can be used with SetWorldIconImage.

SignatureReturn Type
(String, String)World Icon Images

Performance ​

GetPortalAverageFrameTime ​

Return the average Portal processing frame time

GetServerAverageFrameTime ​

Return average Server side frame time

Player ​

AllPlayers ​

Returns an Array of all players within a game.

ClosestPlayerTo ​

Returns the closest alive Player to a provided position. Can be filtered using a Team.

Note: If no players are alive when this block is called, the returned Player will be invalid.

SignatureReturn Type
(vector: Vector)Player
(vector: Vector, team: Team)Player
FarthestPlayerFrom ​

Returns the farthest alive Player from a provided position. Can be filtered using a Team.

Note: If no players are alive when this block is called, the returned Player will be invalid.

SignatureReturn Type
(vector: Vector)Player
(vector: Vector, team: Team)Player
GetPlayer ​

Returns the Player object corresponding to the provided id.

SignatureReturn Type
(objId: Number)Player
GetPlayerDeaths ​

Returns the total amount of deaths for the target Player.

SignatureReturn Type
(player: Player)Number
GetPlayerKills ​

Returns the total amount of kills for the target Player.

SignatureReturn Type
(player: Player)Number
GetSquad ​

Returns the squad object corresponding to the provided player, or team/squad id.

SignatureReturn Type
(player: Player)Squad
(teamIdNumber: Number, squadIdNumber: Number)Squad
GetSquadName ​

Returns a string of the name of the provided squad.

SignatureReturn Type
(Squad)String
GetTeam ​

Returns the team value of the specified player OR the corresponding team of the provided number.

SignatureReturn Type
(player: Player)Team
(teamId: Number)Team
IsPlayerValid ​

Returns True if the provided Player is valid.

SignatureReturn Type
(player: Player)Boolean
IsSquadLeader ​

Returns a boolean checking to see if provided player is the leader of their squad.

SignatureReturn Type
(player: Player)Boolean

Inventory

CreateNewWeaponPackage ​

Creates and returns a new weapon package.

Soldier

EventDamageTypeCompare ​

Returns a Boolean indicating if the victim was damaged by the provided DamageType.

SignatureReturn Type
(damageType: DamageType, playerDamageTypes: Player Damage Types)Boolean
EventDeathTypeCompare ​

Returns a Boolean indicating if the victim died by the provided DeathType.

SignatureReturn Type
(deathType: DeathType, playerDeathTypes: Player Death Types)Boolean
EventWeaponCompare ​

Returns a Boolean indicating if the given HardwareId is equivalent to the provided ability.

SignatureReturn Type
(eventWeapon: WeaponUnlock, weapon: Weapons)Boolean
(eventWeapon: WeaponUnlock, gadget: Gadgets)Boolean
GetInventoryAmmo ​

Returns the target Player loaded ammo of the provided Inventory Slot.

SignatureReturn Type
(player: Player, inventorySlots: Inventory Slots)Number
GetInventoryMagazineAmmo ​

Returns the target Player magazine ammo of the provided Inventory Slot.

SignatureReturn Type
(player: Player, inventorySlots: Inventory Slots)Number
GetSoldierState ​

Returns the value of the target Player state.

SignatureReturn Type
(player: Player, soldierStateNumber: Soldier State Number)Number
(player: Player, soldierStateBool: Soldier State Bool)Boolean
(player: Player, soldierStateVector: Soldier State Vector)Vector
HasEquipment ​

Returns a boolean indicating if the provided player has the specified ability.

SignatureReturn Type
(player: Player, weapon: Weapons)Boolean
(player: Player, gadget: Gadgets)Boolean
IsInventorySlotActive ​

Returns True whether or not the active inventory slot of the target Player is the provided Inventory Slot.

SignatureReturn Type
(player: Player, inventorySlots: Inventory Slots)Boolean
IsSoldierClass ​

Returns true if the provided player is using the specified class.

SignatureReturn Type
(player: Player, soldierClass: Soldier Class)Boolean

Transform ​

BackwardVector ​

Returns the backward directional Vector of (0, 0, 1).

DownVector ​

Returns the downward directional Vector of (0, -1, 0).

ForwardVector ​

Returns the forward directional Vector of (0, 0, -1).

GetObjectPosition ​

Returns the position vector of the provided object.

SignatureReturn Type
(object: Object)Vector
GetObjectRotation ​

Returns the rotation vector of the provided object.

SignatureReturn Type
(object: Object)Vector
GetObjectTransform ​

Returns the transform vector of the provided object.

SignatureReturn Type
(object: Object)Transform
GetTransformPosition ​

Returns the position of a Transform as a Vector.

SignatureReturn Type
(transform: Transform)Vector
GetTransformRotation ​

Returns the rotation of a Transform as a Vector

SignatureReturn Type
(transform: Transform)Vector
LeftVector ​

Returns the leftward directional Vector of (-1, 0, 0).

LocalPositionOf ​

Converts the provided world position to the corresponding position in local Player space.

SignatureReturn Type
(vector: Vector, player: Player)Vector
LocalVectorOf ​

Converts the provided world vector to the corresponding vector in local Player space.

SignatureReturn Type
(vector: Vector, player: Player)Vector
RightVector ​

Returns the rightward directional Vector of (1, 0, 0).

UpVector ​

Returns the upward directional Vector of (0, 1, 0).

VectorTowards ​

Returns the displacement Vector from a starting position to an ending position.

SignatureReturn Type
(vector0: Vector, vector1: Vector)Vector
WorldPositionOf ​

Converts the provided local Player position to the corresponding position in the world space.

SignatureReturn Type
(vector: Vector, player: Player)Vector
WorldVectorOf ​

Converts the provided local Player vector to the corresponding vector in the world space.

SignatureReturn Type
(vector: Vector, player: Player)Vector
XComponentOf ​

Returns the 'X' component of a provided Vector.

SignatureReturn Type
(vector: Vector)Number
YComponentOf ​

Returns the 'Y' component of a provided Vector.

SignatureReturn Type
(vector: Vector)Number
ZComponentOf ​

Returns the 'Z' component of a provided Vector.

SignatureReturn Type
(vector: Vector)Number

UI ​

Gamemode

GameModeTickerItem ​

Returns a GameMode Ticker that can be used to set different gamemode tickers.

SignatureReturn Type
(String, String)Game Mode Ticker
GetWorldIcon ​

Returns the world icon object corresponding to the provided id.

SignatureReturn Type
(objId: Number)WorldIcon

Messages

Message ​

Returns a constructed Message object which can be used with ShowEventGameModeMessage, ShowNotificationMessage, ShowHighlightedGameModeMessage, and DisplayCustomNotificationMessage. The Message object is created by providing a Number, Player, or format String (which can take up to 3 format items). A format String is a String that contains {} (called braces) within them, which can be substituted for parameters. For example, the String - {} gained {} points! - can be given a Player and Number parameter and could output as John gained 2 points!. See the example below for how this can be used with blocks.

Note: It's your responsibility to ensure a safe and fair experience for others, violating the EA User Agreement by using offensive or inappropriate text may result in account bans.

SignatureReturn Type
(msg: String | Number | Player, msgArg0: String | Number | Player, msgArg1: String | Number | Player, msgArg2: String | Number | Player)Message
(msg: String | Number | Player, msgArg0: String | Number | Player, msgArg1: String | Number | Player)Message
(msg: String | Number | Player, msgArg0: String | Number | Player)Message
(msg: String | Number | Player)Message

UIWidgets

FindUIWidgetWithName ​

Returns the UI Widget matching the specified name.

SignatureReturn Type
(name: String, searchRoot: UIWidget)UIWidget
(name: String)void
GetUIButtonAlphaBase ​

Returns a number representing the button base alpha of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUIButtonAlphaDisabled ​

Returns a number representing the button disabled alpha of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUIButtonAlphaFocused ​

Returns a number representing the button focused alpha of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUIButtonAlphaHover ​

Returns a number representing the button hover alpha of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUIButtonAlphaPressed ​

Returns a number representing the button pressed alpha of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUIButtonColorBase ​

Returns a vector representing the button base color of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIButtonColorDisabled ​

Returns a vector representing the button disabled color of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIButtonColorFocused ​

Returns a vector representing the button focused color of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIButtonColorHover ​

Returns a vector representing the button hover color of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIButtonColorPressed ​

Returns a vector representing the button pressed color of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIButtonEnabled ​

Returns a boolean indicating the button enabled status of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Boolean
GetUIImageAlpha ​

Returns a number representing the image alpha of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUIImageColor ​

Returns a vector representing the image color of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIImageType ​

Returns an enum value representing the image type of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)UI Image Type
GetUIRoot ​

Returns the UI Root as a UI Widget.

GetUITextAlpha ​

Returns a number representing the text alpha of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUITextAnchor ​

Returns an enum value representing the text anchor of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)UI Anchor
GetUITextColor ​

Returns a vector representing the text color of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUITextSize ​

Returns a number representing the text size of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUIWidgetAnchor ​

Returns an enum value representing the anchor location of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)UI Anchor
GetUIWidgetBgAlpha ​

Returns the background alpha value of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUIWidgetBgColor ​

Returns the background color vector of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIWidgetBgFill ​

Returns an enum value representing the background fill of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)UI Bg Fill
GetUIWidgetDepth ​

Returns an enum value representing the depth of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)UI Depth
GetUIWidgetName ​

Returns a string containing the name of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)String
GetUIWidgetPadding ​

Returns a number representing the padding value of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUIWidgetParent ​

Returns the Parent UI Widget of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)UIWidget
GetUIWidgetPosition ​

Returns the positional vector of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIWidgetSize ​

Returns the scale vector of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIWidgetVisible ​

Returns a boolean representing the visible state of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Boolean
HasUIWidgetWithName ​

Returns a boolean indicating if the UI Widget exists.

SignatureReturn Type
(name: String, searchRoot: UIWidget)Boolean
(name: String)Boolean

Vehicles ​

AllVehicles ​

Returns an Array of all vehicles within a game.

CompareVehicleName ​

Returns a Boolean indicating if the target Vehicle has the same name as the provided Vehicle or if it is the same type as the provided Vehicle Type.

SignatureReturn Type
(vehicle: Vehicle, vehicleList: Vehicle List)Boolean
GetVehicle ​

Returns the Vehicle object corresponding to the provided id.

SignatureReturn Type
(objId: Number)Vehicle
GetVehicleFromPlayer ​

Returns the Vehicle used by a Player.

SignatureReturn Type
(player: Player)Vehicle
GetVehicleSeatCount ​

Returns the Number of seats in a Vehicle.

SignatureReturn Type
(vehicle: Vehicle)Number
GetVehicleState ​

Returns the value of the target Vehicle state.

SignatureReturn Type
(vehicle: Vehicle, vehicleStateVector: Vehicle State Vector)Vector
GetVehicleTeam ​

Returns the team of the provided vehicle. Note: A vehicle that is not occupied will have a neutral team.

SignatureReturn Type
(vehicle: Vehicle)Team
IsVehicleOccupied ​

Returns a Boolean indicating if the target Vehicle is a occupied by a player.

SignatureReturn Type
(vehicle: Vehicle)Boolean
IsVehicleSeatOccupied ​

Returns a Boolean indicating if the target seat index Number of target Vehicle is a occupied by a player.

SignatureReturn Type
(vehicle: Vehicle, number: Number)Boolean

Soldier

GetAllPlayersInVehicle ​

Returns a Array of all players inside a provided Vehicle

SignatureReturn Type
(vehicle: Vehicle)Array
GetPlayerFromVehicleSeat ​

Returns the Player currently occupying the provided seat index Number of the provided Vehicle.

Note: If no players are in the vehicle seat when this block is called, the returned Player will be invalid.

SignatureReturn Type
(vehicle: Vehicle, number: Number)Player
GetPlayerVehicleSeat ​

Returns the seat index Number for the target Player if they are in a vehicle, otherwise returns -1.

SignatureReturn Type
(player: Player)Number

Actions ​

Action blocks perform operations and do not return a value.

AI ​

Behaviour

AIBattlefieldBehavior ​

Sets a Player to act independently. They will attempt to complete objectives, fire on enemy players, etc. (Only works for AI players)

Signature
(player: Player)
AIDefendPositionBehavior ​

Sets a Player to defend an area around a location. (Only works for AI players)

Signature
(player: Player, defendPosition: Vector, minDistance: Number, maxDistance: Number)
AIIdleBehavior ​

Sets a Player's current position as idle point. (Only works for AI players)

Signature
(player: Player)
AILOSMoveToBehavior ​

Sets a Player to move to a location with a line of sight to a specific position. (Only works for AI players)

Signature
(player: Player, position: Vector)
AIMoveToBehavior ​

Sets a target Player a destination to move to. (Only works for AI players)

Signature
(player: Player, position: Vector)
AIParachuteBehavior ​

Sets a Player to use parachute. (Only works for AI players)

Signature
(player: Player)
AIValidatedMoveToBehavior ​

Sets a Player to move to a valid position on navmesh near a location. (Only works for AI players)

Signature
(player: Player, position: Vector)
AIWaypointIdleBehavior ​

Sets a Player to patrol a waypoint. (Only works for AI players)

Signature
(player: Player, waypointPath: WaypointPath)
SetAiInput ​

Trigger AI bots input for the duration. Up to 3 simultaneous inputs (3 channels)

Signature
(player: Player, input: Ai Input, duration: Number)

Deploy

AISetUnspawnOnDead ​

Use this on a spawner to determine if AI soldiers spawned will leave the game after they are killed.

Signature
(spawner: Spawner, enableUnspawnOnDead: Boolean)
SetUnspawnDelayInSeconds ​

Sets the time (in seconds) it takes for AI soldiers from the provided Spawner to unspawn after death.

Signature
(spawner: Spawner, delay: Number)
SpawnAIFromAISpawner ​

Spawn one AI soldier from a specific AI Spawner.

Signature
(spawner: Spawner)
(spawner: Spawner, classToSpawn: Soldier Class, name: Message)
(spawner: Spawner, classToSpawn: Soldier Class)
(spawner: Spawner, name: Message)
(spawner: Spawner, team: Team)
(spawner: Spawner, classToSpawn: Soldier Class, name: Message, team: Team)
(spawner: Spawner, classToSpawn: Soldier Class, team: Team)
(spawner: Spawner, name: Message, team: Team)
UnspawnAllAIsFromAISpawner ​

Unspawns all AIs who were spawned by a specific AI Spawner.

Signature
(spawner: Spawner)
AIEnableShooting ​

Enables or disables shooting for AI. (Only works for AI players)

Signature
(player: Player)
(player: Player, enable: Boolean)
AIEnableTargeting ​

Enables or disables targeting for AI. An AI unable to target cannot shoot, but will also not notice other soldiers (Only works for AI players)

Signature
(player: Player)
(player: Player, enable: Boolean)
AIForceFire ​

Forces an AI player to fire or activate whatever weapon or gadget they are holding in their hands for a length of time.

Signature
(player: Player, fireDuration: Number)
AIGadgetSettings ​

Tweak settings for a player's gadgets. (Only works for AI players)

Signature
(player: Player, applyUsageCriteria: Boolean, applyCoolDownAfterUse: Boolean, applyInaccuracy: Boolean)
AISetFocusPoint ​

Sets a player's focus point, possibly asking it to fire at it. (Only works for AI players)

Signature
(player: Player, point: Vector, isTarget: Boolean)
AISetMoveSpeed ​

Sets a Player's move speed for MoveTo Behaviors. (Only works for AI players)

Signature
(player: Player, moveSpeed: Move Speed)
AISetStance ​

Sets a Player's stance. (Only works for AI players)

Signature
(player: Player, stance: Stance)
AISetTarget ​

Sets a Player's current target. (Only works for AI players)

Signature
(aiPlayer: Player, targetPlayer: Player)
(player: Player)
AIStartUsingGadget ​

Gives a player the instruction to use a specific gadget on a target location or player. (Only works for AI players)

Signature
(player: Player, gadget: Gadgets, targetPos: Vector)
(player: Player, gadget: Gadgets, targetPlayer: Player)
AIStopUsingGadget ​

Clears the player's gadget instructions. (Only works for AI players)

Signature
(player: Player)
SetAIToHumanDamageModifier ​

Sets the damage multiplier from AI players to actualy players.

Signature
(damageMultiplier: Number)

Arrays ​

SetVariableAtIndex ​

Finds or initializes an Array on a provided Variable, and stores a provided value in that Array at the specified index.

Note: The first value in the array starts at an index of 0.

Signature
(arrayVariable: Variable, arrayIndex: Number, any)

Audio ​

PlaySound ​

Plays a sound using runtime spawner tech.

Signature
(sound: SFX, amplitude: Number, team: Team)
(sound: SFX, amplitude: Number, squad: Squad)
(sound: SFX, amplitude: Number, player: Player)
(sound: SFX, amplitude: Number)
(sound: SFX, amplitude: Number, location: Vector, attenuationRange: Number, team: Team)
(sound: SFX, amplitude: Number, location: Vector, attenuationRange: Number, squad: Squad)
(sound: SFX, amplitude: Number, location: Vector, attenuationRange: Number, player: Player)
(sound: SFX, amplitude: Number, location: Vector, attenuationRange: Number)
PlayVO ​

Plays a voice-over event clip.

Signature
(voiceOver: VO, event: Voice Over Events2 D, flag: Voice Over Flags)
(voiceOver: VO, event: Voice Over Events2 D, flag: Voice Over Flags, player: Player)
(voiceOver: VO, event: Voice Over Events2 D, flag: Voice Over Flags, squad: Squad)
(voiceOver: VO, event: Voice Over Events2 D, flag: Voice Over Flags, team: Team)
SetSoundAmplitude ​

Sets the amplitude of a given sound.

Signature
(sound: SFX, amplitude: Number, team: Team)
(sound: SFX, amplitude: Number, squad: Squad)
(sound: SFX, amplitude: Number, player: Player)
(sound: SFX, amplitude: Number)
StopSound ​

Stops a given sound.

Signature
(sound: SFX, team: Team)
(sound: SFX, squad: Squad)
(sound: SFX, player: Player)
(sound: SFX)

Camera ​

SetCameraTypeForAll ​

Sets CameraType for all players.

Signature
(cameraType: Cameras)
(cameraType: Cameras, cameraIndex: Number)
SetCameraTypeForPlayer ​

Sets CameraType for provided Player.

Signature
(player: Player, cameraType: Cameras)
(player: Player, cameraType: Cameras, cameraIndex: Number)
SetFreeCameraCollisionForAll ​

Set whether collision is enabled for the Free Camera. (Default true)

Signature
(enabled: Boolean)
SetFreeCameraCollisionForPlayer ​

Set whether collision is enabled for the Free Camera. (Default true)

Signature
(player: Player, enabled: Boolean)
SetSpectatingFiltersForAll ​

Sets the spectating filters. SpectatingGroup sets the selectable players in the spectating UI. ownSquadOnly and ownTeamOnly limit whether a player can spectate other squads/teams after currently spectated one is eliminated

Signature
(group: Spectating Group, ownSquadOnly: Boolean, ownTeamOnly: Boolean)
SetSpectatingFiltersForPlayer ​

Sets the spectating filters. SpectatingGroup sets the selectable players in the spectating UI. ownSquadOnly and ownTeamOnly limit whether a player can spectate other squads/teams after currently spectated one is eliminated

Signature
(player: Player, group: Spectating Group, ownSquadOnly: Boolean, ownTeamOnly: Boolean)
SetThirdPersonCameraPositionForAll ​

Set the FollowDistance, FollowHeight, and ShoulderOffset for the Third Person Camera. (Default 2.5, 0.2, 0.6)

Signature
(followDistance: Number, followHeight: Number, shoulderOffset: Number)
SetThirdPersonCameraPositionForPlayer ​

Set the FollowDistance, FollowHeight, and ShoulderOffset for the Third Person Camera. (Default 2.5, 0.2, 0.6)

Signature
(player: Player, followDistance: Number, followHeight: Number, shoulderOffset: Number)

Effects ​

ScreenEffects

EnableScreenEffect ​

Enables or disables a player-specific screen effect.

Signature
(player: Player, screenEffect: Screen Effects, enable: Boolean)

VFX

EnableVFX ​

Enables of disables a visual effect.

Signature
(vfx: VFX, enable: Boolean)
MoveVFX ​

Move a VFX to a new coordinate. May have become redundant with the creation of the universal MoveObject action.

Signature
(vfxID: VFX, position: Vector, rotation: Vector)
SetVFXColor ​

Changes the color of a visual effect.

Signature
(vfxID: VFX, color: Vector)
SetVFXScale ​

Changes the scale of a visual effect.

Signature
(vfxID: VFX, scale: Number)
SetVFXSpeed ​

Changes the speed of a visual effect.

Signature
(vfxID: VFX, speed: Number)

Emplacements ​

ForceEmplacementSpawnerSpawn ​

Cause an emplacement spawner to spawn an emplacement of the type it is currently set to.

Signature
(emplacementSpawner: EmplacementSpawner)
SetEmplacementSpawnerAbandonVehicleOutOfCombatArea ​

Enables or disables the feature to destroy emplacement left outside of the combat area.

Signature
(emplacementSpawner: EmplacementSpawner, enabled: Boolean)
SetEmplacementSpawnerApplyDamageToAbandonVehicle ​

Enables or disables the feature to destroy abandoned emplacements.

Signature
(emplacementSpawner: EmplacementSpawner, enabled: Boolean)
SetEmplacementSpawnerAutoSpawn ​

Enables or Disables automatic emplacement respawning from the emplacement spawner.

Signature
(emplacementSpawner: EmplacementSpawner, enabled: Boolean)
SetEmplacementSpawnerKeepAliveAbandonRadius ​

Sets the distance from the nearest player for an emplacement to consider itself abandoned.

Signature
(emplacementSpawner: EmplacementSpawner, keepAliveAbandonedRadius: Number)
SetEmplacementSpawnerRespawnTime ​

Sets the delay after destruction before an emplacement automatically respawn, if the feature is activated.

Signature
(emplacementSpawner: EmplacementSpawner, respawnTime: Number)
SetEmplacementSpawnerSpawnerRadius ​

Sets the distance its enplacement spawner for an emplacement to consider itself abandoned.

Signature
(emplacementSpawner: EmplacementSpawner, keepAliveSpawnerRadius: Number)
SetEmplacementSpawnerTimeUntilAbandon ​

Sets the time left idle before an emplacement is considered abandoned.

Signature
(emplacementSpawner: EmplacementSpawner, timeUntilAbandon: Number)
SetEmplacementSpawnerType ​

Sets the type of emplacement that will spawn from the emplacement spawner.

Signature
(emplacementSpawner: EmplacementSpawner, emplacementType: Stationary Emplacements)

Gameplay ​

Debug

SendPortalLogToAdmin ​

Sends Portal Log to the admin client of the current session when hosting via "Host" (Dedicated Server). For "Host Locally," Portal Log is always available locally, so this will do nothing. Writes to PortalLog.txt on the admin's client. If admin doesn't exist, this will do nothing. Quota applies for valid log sends per session.

Deploy

DeployAllPlayers ​

Force spawns all players in the deploy screen.

EnableAllPlayerDeploy ​

Enables or disables spawning from the deploy screen for all players.

Signature
(enablePlayerDeploy: Boolean)
EnablePlayerDeploy ​

Enables or disables the ability for a target Player to deploy.

Signature
(player: Player, deployAllowed: Boolean)
SetRedeployTime ​

Overrides the time to redeploy for a target Player.

Note: The redeploy time must be set to a value between 0 and 60 seconds.

Signature
(player: Player, redeployTime: Number)
UndeployAllPlayers ​

Undeploys all players that are alive on the battlefield back to the deploy screen.

UndeployPlayer ​

Undeploys a target Player that is alive on the battlefield back to the deploy screen.

Signature
(player: Player)

Gamemode

EndGameMode ​

Ends the current gamemode and designates the provided Player or Team as the winner. The gamemode ends in draw if TeamId is set to 0.

Signature
(player: Player)
(team: Team)
PauseGameModeTime ​

Pauses or unpauses the gamemode timer based on the provided Boolean input.

Signature
(pauseTimer: Boolean)
ResetGameModeTime ​

Resets the gamemode time to its starting value.

RingOfFireStart ​

Signals the RingOfFire to start shrinking.

Signature
(ringOfFire: RingOfFire)
SetFriendlyFire ​

Enables of disables friendly fire.

Signature
(enableFriendlyFire: Boolean)
SetGameModeCriteria ​

Sets the type of criteria used to check the score for winning teams.

Signature
(criteria: Score Criteria)
SetGameModeInitialScore ​

Sets the Initial Score for teams.

Signature
(team: Team, initialscore: Number)
SetGameModeScore ​

Sets the gamemode score of the provided Player or Team.

Signature
(team: Team, newScore: Number)
(player: Player, newScore: Number)
SetGameModeTargetScore ​

Sets the gamemode target score used to determine victory.

Signature
(newScore: Number)
SetGameModeTimeLimit ​

Sets the duration of the game in seconds.

Signature
(newTimeLimit: Number)
SetHQTeam ​

Sets a HQ to a specific Team.

Signature
(hq: HQ, team: Team)
SetRingOfFireDamageAmount ​

Sets the damage dealt by the RingOfFire to players caught.

Signature
(ringOfFireId: RingOfFire, ringOfFireDamageAmount: Number)
SetRingOfFireStableTime ​

Sets the duration the RingOfFire remains stable before Shrinking again.

Signature
(ringOfFireId: RingOfFire, ringOfFireStableTime: Number)
ApplyAreaImpulseAndDamage ​

Apply impulse and damage to objects within set radius of given point. Impulse direction from center point, unless specified with ImpulseDirection

Signature
(center: Vector, radius: Number, impulseStrength: Number, damageAmount: Number)
(center: Vector, radius: Number, impulseStrength: Number, damageAmount: Number, impulseDirection: Vector)
ApplyImpulse ​

Apply impulse with given world position, direction and magnitude

Signature
(vehicle: Vehicle, worldPosition: Vector, direction: Vector, magnitude: Number)
AutoBalanceTeams ​

Balances Team1 and Team2 while maintaining squad compositions, requires matching team and squad capacities.

DisablePlayerJoin ​

Using this command prevents anyone from joining this server. There is no way to undo this at the time.

EnableAreaTrigger ​

Enables of disables an area trigger. This will prevent the specific Event from being fired.

Signature
(areaTrigger: AreaTrigger, enable: Boolean)
EnableInteractPoint ​

Enables of disables an interact point.

Signature
(interactPoint: InteractPoint, enable: Boolean)
GolmudTrainSendMoveCommand ​

Sends a move instruction to the Golmud Railway train.

Signature
(moveCommand: Golmud Train Move Commands)
RayCast ​

Request the system to evaluate if a straight line between two points is interupted or not. Use OnRayCastHit and OnRayCastMissed to read the result.

Signature
(player: Player, start: Vector, stop: Vector)
(start: Vector, stop: Vector)
SetTeam ​

Sets the target Player team using the provided Team. This will force the Player back to the deploy screen.

Note: this block is not supported in Free-For-All.

Signature
(player: Player, team: Team)
SetVL7CloudEffects ​

Enables or Disables any effect from a designated VL7Cloud object.

Signature
(vl7Cloud: VL7Cloud, screenEffect: Boolean, soldierEffect: Boolean, visualEffect: Boolean)
SpawnLoot ​

Spawns a weapon or gadget at a LootSpawner.

Signature
(lootSpawner: LootSpawner, ammo: Ammo Types)
(lootSpawner: LootSpawner, weapon: Weapons)
(lootSpawner: LootSpawner, gadget: Gadgets)
(lootSpawner: LootSpawner, armor: Armor Types)
SwitchTeams ​

Switches players on TeamA and TeamB. Both teams must have the same Human and Bot count.

Signature
(teamA: Team, teamB: Team)
UnspawnAllLoot ​

Removes all existing loot from the world.

UnspawnObject ​

Unspawn an Object spawned using SpawnObject.

Signature
(obj: Object)

Health

DealDamage ​

Deals a provided amount of damage to a target Player by a another Player.

Signature
(player: Player, damageAmount: Number)
(player: Player, damageAmount: Number, damageGiver: Player)
(vehicle: Vehicle, damageAmount: Number)
ForceRevive ​

Revives a target Player who is in the mandown state.

Signature
(player: Player)
Heal ​

Instantly adds a given amount of health to the target Player applied by a healer Player.

Note: When healing a player with a max health multiplier not equal to 1, the amount of health they receive will scale with their max health multiplier value.

Signature
(player: Player, healAmount: Number)
(player: Player, healAmount: Number, giver: Player)
(vehicle: Vehicle, repairAmount: Number)
Kill ​

Kills a target Player (skips the Mandown state).

Signature
(player: Player)
(vehicle: Vehicle)

Soldier

SetSoldierEffect ​

Applies an effect to a soldier based on a passed-in player.

Signature
(player: Player, soldierEffects: Soldier Effects, isEnabled: Boolean)
SpotTarget ​

Spots a target Player for all players for a specified duration of time (in seconds).

Signature
(targetplayer: Player, duration: Number, spotStatus: Spot Status)
(targetPlayer: Player, spotterPlayer: Player, duration: Number, spotStatus: Spot Status)
(targetplayer: Player, spotStatus: Spot Status)
(targetPlayer: Player, spotterPlayer: Player, duration: Number)
(targetplayer: Player, duration: Number)

Logic ​

Abort ​

Stops the execution of a list of Actions in a Rule.

AbortIf ​

Stops the execution of a list of Actions in a Rule if the provided Boolean is True. Otherwise, the execution continues with the remaining Actions.

Signature
(condition: Boolean)
Break ​

Breaks and exits the execution of a looping block, such as While or ForVariable.

CallSubroutine ​
Signature
(subroutineIndex: Number)
ChaseVariableAtRate ​

Gradually modifies the value of a Variable at a specified rate (value/second) until it reaches the provided limit.

Signature
(variable: Variable, limit: Number, deltaPerSecond: Number)
ChaseVariableOverTime ​

Gradually modifies the value of a Variable over time (in seconds). The variable's value will reach the limit at the end of the interval.

Signature
(variable: Variable, limit: Number, durationSeconds: Number)
Continue ​

Forces the execution of a looping block (such as While or ForVariable) to the start of the next iteration of that block.

Else ​
ElseIf ​
Signature
(condition: Boolean)
End ​
ForVariable ​

The start of a series of Actions that will execute in a loop, modifying the control variable on each iteration. If the control Variable reaches or passes the range end value, the loop exits, and execution continues through the remaining Actions in the Rule.

Signature
(variable: Variable, start: Number, end: Number, stepSize: Number)
If ​

A special block which evaluates conditions to control the flow of Actions in the If, Else If, and Else branches.

Signature
(condition: Boolean)
JsAction ​

Calls a javascript action function.

Signature
(actionName: String, any, any)
Skip ​

Skips a provided number of Actions following this block within this Rule.

Signature
(actionCount: Number)
SkipIf ​

Skips a provided number of Actions following this block within this Rule if the condition evaluates to True. If it does not, execution continues with the remaining Actions.

Signature
(actionCount: Number, Boolean)
StopChasingVariable ​

Stops an in-progress tracking of a Variable from the ChaseVariableOverTime or ChaseVariableAtRate blocks, leaving it at its current value.

Signature
(variable: Variable)
Wait ​

Pauses the execution of Actions in a Rule for a provided Number of seconds.

Signature
(seconds: Number)
WaitUntil ​

Pauses the execution of Actions in a Rule for a provided Number of seconds or if the provided condition evaluates to True during that interval.

Signature
(seconds: Number, condition: Boolean)
While ​

A block of Actions that will execute in a loop as long as the provided condition is True.

Signature
(condition: Boolean)

Objectives ​

CapturePoint

EnableCapturePointDeploying ​

Enables or disables deploying on provided CapturePoint for the team that owns it.

Signature
(capturePoint: CapturePoint, enableDeploying: Boolean)
SetCapturePointCapturingTime ​

Sets the capturing time for target CapturePoint to the provided Number.

Signature
(capturePoint: CapturePoint, capturingTime: Number)
SetCapturePointNeutralizationTime ​

Sets the neutralization time for target CapturePoint to the provided Number.

Signature
(capturePoint: CapturePoint, neutralizationTime: Number)
SetCapturePointOwner ​

Claims the provided CapturePoint for the specified Team.

Signature
(capturePoint: CapturePoint, team: Team)
SetMaxCaptureMultiplier ​

Sets the capture time multiplier for target CapturePoint to the provided Number.

Signature
(capturePoint: CapturePoint, multiplier: Number)

Deploy

EnableHQ ​

Enables or disables a headquarters.

Signature
(hq: HQ, enable: Boolean)
EnableGameModeObjective ​

Enables or disables the provided Objective.

Signature
(objective: CapturePoint | HQ | Sector | MCOM, enable: Boolean)
ForceBombDrop ​

Forces the bomb drop to be dropped from its carrier.

Signature
(bomb: Bomb)
ForceBombReset ​

Force resets the bomb to its initial location.

Signature
(bomb: Bomb)
ForceBombSpawn ​

Forces the bomb to spawn at the original location.

Signature
(bomb: Bomb)
ForceBombUnspawn ​

Forces the bomb to unspawn.

Signature
(bomb: Bomb)
GiveBombToPlayer ​

Gives the Bomb to the chosen Player.

Signature
(player: Player, bomb: Bomb)
SetBombDropFuseTime ​

Sets the fuse time for when the bomb is dropped to the ground before it blows up.

Signature
(bomb: Bomb, dropfusetime: Number)
SetBombTeam ​

Changes the Team that can pick-up the bomb.

Signature
(bomb: Bomb, team: Team)
SetBombWorldIconGlobalVisibility ​

Sets the world Icon global visibility, if set to enabled all teams can see the bomb carrier Icon, if set to disabled only the attacking team can.

Signature
(bomb: Bomb, Enabled: Boolean)
SetMCOMArmType ​

Sets the MCOM arm type, if set to default anyone on the opposing team can arm it, otherwise only the bomb carrier can.

Signature
(mcom: MCOM, mcomarmtype: MCOM Arm Type)
SetMCOMFuseTime ​

Sets the fuse time (in seconds) for target MCOM to the provided Number

Signature
(mCOM: MCOM, fuseTime: Number)
SetMCOMOwner ​

Sets the ownership of the MCOM, swapping teams will flip who can plant and defuse. Only allows for Neutral, Team1 and Team2.

Signature
(mcom: MCOM, team: Team)

Other ​

SetVariable ​

Sets the value of a Variable.

Signature
(variable: Variable, any)

Player ​

Deploy

DeployPlayer ​

Deploys a target Player onto the battlefield from the deploy screen.

Signature
(player: Player)
SetSpawnMode ​

Determines if players are spawned automatically or not.

Signature
(spawnModes: Spawn Modes)
SpawnPlayerFromSpawnPoint ​

Force Deploy a soldier from a specific spawn point.

Signature
(player: Player, spawnPoint: SpawnPoint)
SetPlayerIncomingDamageFactor ​

Sets damage taken factor on player (Will be rounded to the nearest 5%). The value will be clamped between 0 - 200%.

Signature
(player: Player, amount: Number)
Teleport ​

Teleports a target to a provided valid position facing a specified angle (in radians).

Signature
(player: Player, destination: Vector, orientation: Number)
(vehicle: Vehicle, destination: Vector, orientation: Number)

Inputs

EnableAllInputRestrictions ​

Enables or disables all keyboard and mouse inputs - such as movement, firing, and turning - for a target Player.

Signature
(player: Player, restrictInput: Boolean)
EnableInputRestriction ​

Enables or disables a specified Restricted Input on a target Player.

Signature
(player: Player, inputRestriction: Restricted Inputs, restrictInput: Boolean)

Inventory

AddAttachmentToWeaponPackage ​

Adds an Attachment to a Weapon Package created through CreateWeaponPackage. Will replace existing Attachments of the same type

Signature
(attachment: Weapon Attachments, weaponPackage: WeaponPackage)
AddEquipment ​

Adds a Weapon or Gadget to a Player's Loadout.

Signature
(player: Player, weapon: Weapons)
(player: Player, gadget: Gadgets)
(player: Player, weapon: Weapons, weaponPackage: WeaponPackage)
(player: Player, Weapons, desiredInventorySlot: Inventory Slots)
(player: Player, gadget: Gadgets, desiredInventorySlot: Inventory Slots)
(player: Player, weapon: Weapons, weaponPackage: WeaponPackage, desiredInventorySlots: Inventory Slots)
(player: Player, armor: Armor Types)
ForceSwitchInventory ​

Forces the target Player to switch to the provided Inventory Slot.

Signature
(player: Player, inventorySlot: Inventory Slots)
RemoveEquipment ​

Removes a Weapon or Gadget from a Player's Loadout.

Signature
(player: Player, inventorySlot: Inventory Slots)
(Player, weapon: Weapons)
(Player, gadget: Gadgets)
SetInventoryAmmo ​

Sets the target Player loaded ammo for the provided Inventory Slot.

Signature
(player: Player, inventorySlots: Inventory Slots, ammo: Number)
SetInventoryMagazineAmmo ​

Sets the target Player magazine ammo for the provided Inventory Slot.

Signature
(player: Player, inventorySlots: Inventory Slots, magAmmo: Number)

Soldier

ForceManDown ​

Puts the target Player into the mandown state (unless mandown is disabled).

Signature
(player: Player)
Resupply ​

Resupplies the target Player using a provided Resupply Type.

Signature
(player: Player, ressuplyType: Resupply Types)
SetPlayerMaxHealth ​

Sets the max health of a target player from 1 to 500. The value will be multiplied by the target's max health multiplier.

Signature
(player: Player, maxHealth: Number)
SetPlayerMovementSpeedMultiplier ​

Sets a player's movement speed multiplier.

Signature
(player: Player, multiplier: Number)
SkipManDown ​

Sets the target Player to skip the mandown state and go directly to the deploy screen when killed.

Signature
(player: Player, skipManDown: Boolean)

Transform ​

MoveObject ​

Move the Object provided, Euler rotation optional

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, positionDelta: Vector)
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, positionDelta: Vector, rotationDelta: Vector)
MoveObjectOverTime ​

Moves the Object by the delta position and rotation over the time provided. Options to loop indefinitely and reverse

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, positionDelta: Vector, rotationDelta: Vector, timeInSeconds: Number, shouldLoop: Boolean, shouldReverse: Boolean)
OrbitObjectOverTime ​

Orbits the Object around the provided transform over time. Optional orbitAxis otherwise transform's up vector is used

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, orbitTransform: Transform, timeInSeconds: Number, radius: Number, shouldLoop: Boolean, shouldReverse: Boolean, clockwise: Boolean)
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, orbitTransform: Transform, timeInSeconds: Number, radius: Number, shouldLoop: Boolean, shouldReverse: Boolean, clockwise: Boolean, orbitAxis: Vector)
RotateObject ​

Rotate the Object provided using Euler angles

Signature
(Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, rotationDelta: Vector)
SetObjectTransform ​

Sets the transform of the Object provided

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, transform: Transform)
SetObjectTransformOverTime ​

Sets the transform of the Object provided over the time provided. Options to loop indefinitely and reverse

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, transform: Transform, timeInSeconds: Number, shouldLoop: Boolean, shouldReverse: Boolean)
StopActiveMovementForObject ​

Stops the Over Time movement for the provided Object if one is active

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon)

UI ​

Gamemode

SetHUDTicker ​

Sets the type of HUD ticker to use.

Signature
(ticker: Game Mode Ticker)
AddUIIcon ​

Attaches a new UI Icon Widget to an object.

Signature
(parentObject: Object, image: World Icon Images, verticalOffset: Number, iconColour: Vector, iconText: Message, visibility: Player | Team)
(parentObject: Object, image: World Icon Images, verticalOffset: Number, iconColour: Vector, iconText: Message)
EnableWorldIconImage ​

Enables or disables the image for a provided World Icons.

Signature
(worldIcon: WorldIcon, enableImage: Boolean)
EnableWorldIconText ​

Enables or disables the text for a provided World Icons.

Note: There is no default text, and will need to be set before or after this property is enabled to appear.

Signature
(worldIcon: WorldIcon, enableText: Boolean)
RemoveUIIcon ​

Removes a UI Icon Widget from an object.

Signature
(objectWithIcon: Object)
(objectWithIcon: Object, visibility: Player | Team)
SetWorldIconColor ​

Sets the color property of a WorldIcon.

Signature
(worldIcon: WorldIcon, newColor: Vector)
SetWorldIconImage ​

Sets the image property of a WorldIcon to the selected World Icon Image.

Signature
(worldIcon: WorldIcon, newImage: World Icon Images)
SetWorldIconOwner ​

Restricts a world icon to be visible only to a specific Player or Team.

Signature
(worldIcon: WorldIcon, newTeamOwner: Team)
(worldIcon: WorldIcon, newPlayerOwner: Player)
SetWorldIconText ​

Sets the text property for a provided WorldIcon.

Signature
(worldIcon: WorldIcon, newText: Message)

Messages

ClearAllCustomNotificationMessages ​

Clears all custom messages for a provided Player or Team. If no Player or Team is provided, it will clear all custom messages for everyone.

Signature
(target: Player)
ClearCustomNotificationMessage ​

Clears text from the provided Custom Message for the provided Player or Team. If no Player or Team is given, it clears all players text at that Custom Message.

Signature
(slot: Custom Notification Slots)
(slot: Custom Notification Slots, target: Player)
(slot: Custom Notification Slots, target: Team)
DisplayCustomNotificationMessage ​

Display a Message on-screen.

Note: It's your responsibility to ensure a safe and fair experience for others, violating the EA User Agreement by using offensive or inappropriate text may result in account bans.

Signature
(msg: Message, slot: Custom Notification Slots, duration: Number)
(msg: Message, slot: Custom Notification Slots, duration: Number, target: Player)
(msg: Message, slot: Custom Notification Slots, duration: Number, target: Team)
DisplayHighlightedWorldLogMessage ​

Displays a Message on the world log above the minimap for 6 seconds. If no target is provided, it will display the Message to everyone.

Note: This will only appear to players that are deployed on the map. It's your responsibility to ensure a safe and fair experience for others, violating the EA User Agreement by using offensive or inappropriate text may result in account bans.

Signature
(message: Message)
(message: Message, player: Player)
(message: Message, team: Team)
DisplayNotificationMessage ​

Displays a notification-type Message on the top-right of the screen for 6 seconds. If no target is provided, it will display the Message to everyone.

Note: It's your responsibility to ensure a safe and fair experience for others, violating the EA User Agreement by using offensive or inappropriate text may result in account bans.

Signature
(message: Message)
(message: Message, player: Player)
(message: Message, team: Team)
SendErrorReport ​

Displays a provided Message as an error in the Admin menu.

Signature
(message: Message)

Scoreboard

SetScoreboardColumnNames ​

Sets the name displayed at the top of score of each column. Only works for custom scoreboards.

Signature
(column1Name: Message, column2Name: Message, column3Name: Message, column4Name: Message, column5Name: Message)
(column1Name: Message, column2Name: Message, column3Name: Message, column4Name: Message)
(column1Name: Message, column2Name: Message, column3Name: Message)
(column1Name: Message, column2Name: Message)
(column1Name: Message)
SetScoreboardColumnWidths ​

Sets the relative width of each column. Only works for custom scoreboards.

Signature
(column1Width: Number, column2Width: Number, column3Width: Number, column4Width: Number, column5Width: Number)
(column1Width: Number, column2Width: Number, column3Width: Number, column4Width: Number)
(column1Width: Number, column2Width: Number, column3Width: Number)
(column1Width: Number, column2Width: Number)
(column1Width: Number)
SetScoreboardHeader ​

Sets the name that appears in the top-left corner of the scoreboard

Signature
(team1Name: Message, team2Name: Message)
(headerName: Message)
SetScoreboardPlayerValues ​

Sets the score in up to five distinct scores for the player. Only works for custom scoreboards.

Signature
(player: Player, column1Value: Number, column2Value: Number, column3Value: Number, column4Value: Number, column5Value: Number)
(player: Player, column1Value: Number, column2Value: Number, column3Value: Number, column4Value: Number)
(player: Player, column1Value: Number, column2Value: Number, column3Value: Number)
(player: Player, column1Value: Number, column2Value: Number)
(player: Player, column1Value: Number)
SetScoreboardSorting ​

Sets which column the scoreboard is sorted on. Only works for custom scoreboards.

Signature
(sortingColumn: Number, reverseSorting: Boolean)
(sortingColumn: Number)
SetScoreboardType ​

Allows you to change the type of Scoreboard you want.

Signature
(scoreboardType: Scoreboard Type)

UIWidgets

AddUIButton ​

Creates a UI Button Widget.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, buttonEnabled: Boolean, baseColor: Vector, baseAlpha: Number, disabledColor: Vector, disabledAlpha: Number, pressedColor: Vector, pressedAlpha: Number, hoverColor: Vector, hoverAlpha: Number, focusedColor: Vector, focusedAlpha: Number)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, buttonEnabled: Boolean, baseColor: Vector, baseAlpha: Number, disabledColor: Vector, disabledAlpha: Number, pressedColor: Vector, pressedAlpha: Number, hoverColor: Vector, hoverAlpha: Number, focusedColor: Vector, focusedAlpha: Number, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, buttonEnabled: Boolean, baseColor: Vector, baseAlpha: Number, disabledColor: Vector, disabledAlpha: Number, pressedColor: Vector, pressedAlpha: Number, hoverColor: Vector, hoverAlpha: Number, focusedColor: Vector, focusedAlpha: Number, depth: UI Depth)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, buttonEnabled: Boolean, baseColor: Vector, baseAlpha: Number, disabledColor: Vector, disabledAlpha: Number, pressedColor: Vector, pressedAlpha: Number, hoverColor: Vector, hoverAlpha: Number, focusedColor: Vector, focusedAlpha: Number, depth: UI Depth, receiver: Player | Team)
AddUIContainer ​

Creates a new UI Container Widget.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, depth: UI Depth)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, depth: UI Depth, receiver: Player | Team)
AddUIGadgetImage ​

Creates a new UI Image Widget based on a Gadget.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor, gadget: Gadgets, parent: UIWidget)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, gadget: Gadgets, parent: UIWidget, visibility: Player | Team)
AddUIImage ​

Creates a new UI Image Widget.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor, imageType: UI Image Type)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, imageType: UI Image Type, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, imageType: UI Image Type, imageColor: Vector, imageAlpha: Number)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, imageType: UI Image Type, imageColor: Vector, imageAlpha: Number, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, imageType: UI Image Type, imageColor: Vector, imageAlpha: Number, depth: UI Depth)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, imageType: UI Image Type, imageColor: Vector, imageAlpha: Number, depth: UI Depth, receiver: Player | Team)
AddUIText ​

Creates a new UI Text Widget.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor, message: Message)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, message: Message, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, message: Message, textSize: Number, textColor: Vector, textAlpha: Number, textAnchor: UI Anchor)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, message: Message, textSize: Number, textColor: Vector, textAlpha: Number, textAnchor: UI Anchor, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, message: Message, textSize: Number, textColor: Vector, textAlpha: Number, textAnchor: UI Anchor, depth: UI Depth)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, message: Message, textSize: Number, textColor: Vector, textAlpha: Number, textAnchor: UI Anchor, depth: UI Depth, receiver: Player | Team)
AddUIWeaponImage ​

Creates a new UI Image Widget based on a Weapon and loadout.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor, weapon: Weapons, parent: UIWidget)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, weapon: Weapons, parent: UIWidget, weaponPackage: WeaponPackage)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, weapon: Weapons, parent: UIWidget, visibility: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, weapon: Weapons, parent: UIWidget, weaponPackage: WeaponPackage, visibility: Player | Team)
DeleteAllUIWidgets ​

Deletes all UI Widgets.

DeleteUIWidget ​

Deletes a particular UI Widget.

Signature
(widget: UIWidget)
EnableUIButtonEvent ​

Determines if UI Button Widgets can send events.

Signature
(widget: UIWidget, buttonEvent: UI Button Event, enabled: Boolean)
EnableUIInputMode ​

Determines if UI Buttons can be interacted with.

Signature
(enabled: Boolean)
(enabled: Boolean, receiver: Player | Team)
SetUIButtonAlphaBase ​

Changes the base alpha (transparency) of an UI Button Widget.

Signature
(widget: UIWidget, value: Number)
SetUIButtonAlphaDisabled ​

Changes the alpha (transparency) of an UI Button Widget when it is disabled.

Signature
(widget: UIWidget, value: Number)
SetUIButtonAlphaFocused ​

Changes the alpha (transparency) of an UI Button Widget when it is focused.

Signature
(widget: UIWidget, value: Number)
SetUIButtonAlphaHover ​

Changes the alpha (transparency) of an UI Button Widget when it is hovered.

Signature
(widget: UIWidget, value: Number)
SetUIButtonAlphaPressed ​

Changes the alpha (transparency) of an UI Button Widget when it is pressed.

Signature
(widget: UIWidget, value: Number)
SetUIButtonColorBase ​

Changes the base color of an UI Button Widget.

Signature
(widget: UIWidget, value: Vector)
SetUIButtonColorDisabled ​

Changes the color of an UI Button Widget when it is disabled.

Signature
(widget: UIWidget, value: Vector)
SetUIButtonColorFocused ​

Changes the color of an UI Button Widget when it is focused.

Signature
(widget: UIWidget, value: Vector)
SetUIButtonColorHover ​

Changes the color of an UI Button Widget when it is hovered.

Signature
(widget: UIWidget, value: Vector)
SetUIButtonColorPressed ​

Changes the color of an UI Button Widget when it is pressed.

Signature
(widget: UIWidget, value: Vector)
SetUIButtonEnabled ​

Determines if a specific UI Button Widget is enabled.

Signature
(widget: UIWidget, enabled: Boolean)
SetUIImageAlpha ​

Changes the alpha (transparency) of the image of an UI Image Widget.

Signature
(widget: UIWidget, value: Number)
SetUIImageColor ​

Changes the color of the image of an UI Image Widget.

Signature
(widget: UIWidget, value: Vector)
SetUIImageType ​

Changes the image of an UI Image Widget.

Signature
(widget: UIWidget, imageType: UI Image Type)
SetUITextAlpha ​

Changes the alpha (transparency) of the text of an UI Text Widget.

Signature
(widget: UIWidget, value: Number)
SetUITextAnchor ​

Changes the anchor of the text in an UI Text Widget.

Signature
(widget: UIWidget, anchor: UI Anchor)
SetUITextColor ​

Changes the font color of an UI Text Widget.

Signature
(widget: UIWidget, value: Vector)
SetUITextLabel ​

Changes the message displayed by an UI Text Widget.

Signature
(widget: UIWidget, message: Message)
SetUITextSize ​

Changes the font size of an UI Text Widget.

Signature
(widget: UIWidget, value: Number)
SetUIWidgetAnchor ​

Changes the anchor of an UI Widget.

Signature
(widget: UIWidget, anchor: UI Anchor)
SetUIWidgetBgAlpha ​

Changes the alpha (transparency) of an UI Widget.

Signature
(widget: UIWidget, value: Number)
SetUIWidgetBgColor ​

Changes the background color of an UI Widget.

Signature
(widget: UIWidget, value: Vector)
SetUIWidgetBgFill ​

Changes the way the UI Widget's background is rendered.

Signature
(widget: UIWidget, bgFill: UI Bg Fill)
SetUIWidgetDepth ​

Changes the draw order of an UI Widget.

Signature
(widget: UIWidget, depth: UI Depth)
SetUIWidgetName ​

Changes the name of an UI Widget.

Signature
(widget: UIWidget, name: String)
SetUIWidgetPadding ​

Changes the padding of an UI Widget.

Signature
(widget: UIWidget, value: Number)
SetUIWidgetParent ​

Changes the parent of an UI Widget.

Signature
(widget: UIWidget, parent: UIWidget)
SetUIWidgetPosition ​

Changes the position of an UI Widget.

Signature
(widget: UIWidget, value: Vector)
SetUIWidgetSize ​

Changes the size of an UI Widget.

Signature
(widget: UIWidget, value: Vector)
SetUIWidgetVisible ​

Determines if an UI Widget is visible or not.

Signature
(widget: UIWidget, visible: Boolean)

Vehicles ​

ForceVehicleSpawnerSpawn ​

Cause a vehicle spawner to spawn one vehicle of the type it is currently set to.

Signature
(vehicleSpawner: VehicleSpawner)
SetAllVehiclesAllowedInSurroundingArea ​

Sets whether all vehicles are allowed in the Surrounding Area

Signature
(allowed: Boolean)
SetMaxVehicleHeightLimitScale ​

Scales the maximum flight height at which vehicle engines stop providing lift.

Signature
(heightScale: Number)
SetVehicleAllowedInSurroundingArea ​

Sets whether a vehicle is allowed in the Surrounding Area

Signature
(vehicle: Vehicle List, allowed: Boolean)
SetVehicleCategoryAllowedInSurroundingArea ​

Sets whether a vehicle category is allowed in the Surrounding Area

Signature
(vehicleCategory: Vehicle Categories, allowed: Boolean)
SetVehicleSpawnerAbandonVehiclesOutOfCombatArea ​

Enables or disables the feature to destroy vehicles left outside of the combat area.

Signature
(vehicleSpawner: VehicleSpawner, enabled: Boolean)
SetVehicleSpawnerApplyDamageToAbandonVehicle ​

Enables or disables the feature to destroy abandoned vehicles.

Signature
(vehicleSpawner: VehicleSpawner, enabled: Boolean)
SetVehicleSpawnerAutoSpawn ​

Enables or Disables automatic vehicle respawning from the vehicle spawner.

Signature
(vehicleSpawner: VehicleSpawner, enabled: Boolean)
SetVehicleSpawnerKeepAliveAbandonRadius ​

Sets the distance from the nearest player for a vehicle to consider itself abandoned.

Signature
(vehicleSpawner: VehicleSpawner, keepAliveAbandonedRadius: Number)
SetVehicleSpawnerKeepAliveSpawnerRadius ​

Sets the distance its vehicle spawner for a vehicle to consider itself abandoned.

Signature
(vehicleSpawner: VehicleSpawner, keepAliveSpawnerRadius: Number)
SetVehicleSpawnerRespawnTime ​

Sets the delay after destruction before a vehicle automatically respawn, if the feature is activated.

Signature
(vehicleSpawner: VehicleSpawner, respawnTime: Number)
SetVehicleSpawnerTimeUntilAbandon ​

Sets the time left idle before a vehicle is considered abandoned.

Signature
(vehicleSpawner: VehicleSpawner, timeUntilAbandon: Number)
SetVehicleSpawnerVehicleType ​

Sets the type of vehicle that will spawn from the vehicle spawner.

Signature
(vehicleSpawner: VehicleSpawner, vehicleType: Vehicle List)

Health

SetVehicleMaxHealthMultiplier ​

Multiplies the maximum health of target Vehicle by the provided Number greater than 0 and less than or equal to 4.

Note: The health of a Vehicle is displayed in-game as a percentage.

Signature
(vehicle: Vehicle, maxHealthMultiplier: Number)

Soldier

ForcePlayerExitVehicle ​

Forces the specified Player to exit the target Vehicle.

Signature
(player: Player, vehicle: Vehicle)
(vehicle: Vehicle)
(player: Player)
ForcePlayerToSeat ​

Forces the specified Player into the target Vehicle at the provided seat Number.

Note: If the provided index is -1, that Player will be forced into the first available seat.

Signature
(player: Player, vehicle: Vehicle, seatNumber: Number)

Objects ​

Object blocks represent game entities and can be used as inputs to other blocks.

ObjectType
AreaTriggerAreaTrigger
BombBomb
CapturePointCapturePoint
EmplacementSpawnerEmplacementSpawner
FixedCameraFixedCamera
HQHQ
InteractPointInteractPoint
LootSpawnerLootSpawner
MapSpecificFeatureMapSpecificFeature
MCOMMCOM
PlayerPlayer
RingOfFireRingOfFire
SectorSector
SFXSFX
SpatialObjectSpatialObject
SpawnerSpawner
SpawnPointSpawnPoint
TeamTeam
VehicleVehicle
VehicleSpawnerVehicleSpawner
VFXVFX
VL7CloudVL7Cloud
VOVO
WaypointPathWaypointPath
WorldIconWorldIcon

Selection Lists ​

Selection lists are enum-like values used for dropdown parameters.

AiInput ​

List type: AiInput Values: 13

Value
Crouch
FireWeapon
Interact
Jump
Prone
Reload
SelectCharacterGadget
SelectOpenGadget
SelectPrimary
SelectSecondary
SelectThrowable
Sprint
Strafe

AmmoTypes ​

List type: AmmoTypes Values: 6

Value
AR_Carbine_Ammo
Armor_Plate
LMG_Ammo
Pistol_SMG_Ammo
Shotgun_Ammo
Sniper_DMR_Ammo

ArmorType ​

List type: ArmorTypes Values: 3

Value
CeramicArmor
NoArmor
SoftArmor

BombState ​

List type: BombState Values: 10

Value
Carried
Defusing
Dropped
Inactive
ObjectiveCompleted
Planted
Planting
Resetting
Spawned
Unspawned

Cameras ​

List type: Cameras Values: 4

Value
FirstPerson
Fixed
Free
ThirdPerson

CustomNotificationSlots ​

List type: CustomNotificationSlots Values: 5

Value
HeaderText
MessageText1
MessageText2
MessageText3
MessageText4

Factions ​

List type: Factions Values: 2

Value
NATO
PaxArmata

Gadgets ​

List type: Gadgets Values: 62

Value
CallIn_Air_Strike
CallIn_Ammo_Drop
CallIn_Anti_Vehicle_Drop
CallIn_Artillery_Strike
CallIn_Mobile_Redeploy
CallIn_Smoke_Screen
CallIn_UAV_Overwatch
CallIn_Weapon_Drop
Class_Adrenaline_Injector
Class_Handheld_Jammer
Class_Motion_Sensor
Class_Repair_Tool
Class_Supply_Bag
Deployable_Cover
Deployable_Deploy_Beacon
Deployable_EOD_Bot
Deployable_Grenade_Intercept_System
Deployable_Missile_Intercept_System
Deployable_Portable_Mortar
Deployable_Recon_Drone
Deployable_Vehicle_Supply_Crate
Launcher_Aim_Guided
Launcher_Air_Defense
Launcher_Auto_Guided
Launcher_Breaching_Projectile
Launcher_High_Explosive
Launcher_IGLA
Launcher_Incendiary_Airburst
Launcher_Long_Range
Launcher_Smoke_Grenade
Launcher_Thermobaric_Grenade
Launcher_Unguided_Rocket
Mask_Gas
Mask_NVG
Melee_Combat_Knife
Melee_Hunting_Knife
Melee_Ice_Axe
Melee_Serrated_Blade
Melee_Sledgehammer
Misc_Acoustic_Sensor_AV_Mine
Misc_Anti_Personnel_Mine
Misc_Anti_Vehicle_Mine
Misc_Assault_Ladder
Misc_Defibrillator
Misc_Demolition_Charge
Misc_Incendiary_Round_Shotgun
Misc_Laser_Designator
Misc_PortalGadget
Misc_Sniper_Decoy
Misc_Supply_Pouch
Misc_Suppression
Misc_Tracer_Dart
Misc_Tripwire_Sensor_AV_Mine
Throwable_Anti_Vehicle_Grenade
Throwable_Flash_Grenade
Throwable_Fragmentation_Grenade
Throwable_Incendiary_Grenade
Throwable_Mini_Frag_Grenade
Throwable_Proximity_Detector
Throwable_Smoke_Grenade
Throwable_Stun_Grenade
Throwable_Throwing_Knife

GameModeTicker ​

List type: GameModeTicker Values: 2

Value
None
Ticker_Conquest

GolmudTrainMoveCommands ​

List type: GolmudTrainMoveCommands Values: 3

Value
MoveEast
MoveWest
Stop

GolmudTrainStopReason ​

List type: GolmudTrainStopReason Values: 3

Value
ReachedEastTerminal
ReachedWestTerminal
StoppedInTransit

GolmudTrainVariants ​

List type: GolmudTrainVariants Values: 4

Value
MovingTrain
None
StaticTrain_Breakthrough
StaticTrain_Rush

InventorySlots ​

List type: InventorySlots Values: 9

Value
Callins
ClassGadget
GadgetOne
GadgetTwo
MeleeWeapon
MiscGadget
PrimaryWeapon
SecondaryWeapon
Throwable

Maps ​

List type: Maps Values: 23

Value
Abbasid
Aftermath
Badlands
Battery
Capstone
Contaminated
Dumbo
Eastwood
Firestorm
GolmudRailway
Granite_ClubHouse
Granite_MainStreet
Granite_Marina
Granite_MilitaryRnD
Granite_MilitaryStorage
Granite_TechCampus
Granite_Underground
Limestone
Outskirts
Plaza
Sand
Subsurface
Tungsten

MCOMArmType ​

List type: MCOMArmType Values: 2

Value
Bomb
Default

MoveSpeed ​

List type: MoveSpeed Values: 7

Value
InvestigateRun
InvestigateSlowWalk
InvestigateWalk
Patrol
Run
Sprint
Walk

MusicEvents ​

List type: MusicEvents Values: 46

Value
BR_InsertionCinematic_Dropzone_Loop
BR_InsertionCinematic_Loop
BR_InsertionJump
BR_InsertionLanding
BR_LastTwoSquads
BR_Loss_Early_Loop
BR_Loss_EndOfRound_Loop
BR_Loss_SecondPlace_Loop
BR_Pause
BR_RespawnSecondChance
BR_RespawnTower
BR_Stop
BR_Unpause
BR_WonRound_Loop
BRGauntlet_LobbyFilled
BRGauntlet_WaitingForPlayers_Loop
Core_Deploy_Loop
Core_EndOfRound_Loop
Core_LastPhaseBegin
Core_Overtime_Loop
Core_PauseMenu_Loop
Core_PhaseBegin
Core_PhaseEnded
Core_Stinger_Negative
Core_Stinger_Positive
Core_Stinger_RankUp
Core_Stop
Gauntlet_Deploy
Gauntlet_Loss_FinalMission_Loop
Gauntlet_Loss_Loop
Gauntlet_MissionBriefing_Final
Gauntlet_MissionBriefing_One
Gauntlet_MissionBriefing_Three
Gauntlet_MissionBriefing_Two
Gauntlet_Pause
Gauntlet_Qualified_Loop
Gauntlet_Qualified_Outro
Gauntlet_Stop
Gauntlet_Unpause
Gauntlet_Urgency
Gauntlet_Urgency_FinalMission
Gauntlet_WonOperation_Loop
Radio_ClearQueue
Radio_NextQueuedTrack
Radio_Play
Radio_Stop

MusicPackages ​

List type: MusicPackages Values: 4

Value
BR
Core
Gauntlet
Radio

MusicParams ​

List type: MusicParams Values: 14

Value
BR_Amplitude
BRGauntlet_LobbyTimerRemaining
Core_Amplitude
Core_IsWinning
Core_PhaseUrgency
Core_Sector
Core_Urgency
Gauntlet_Amplitude
Radio_Amplitude
Radio_Biome
Radio_Channel
Radio_ContinueQueueOnTrackEnd
Radio_LoopQueuedTracks
Radio_QueueTrackNumber

PlayerDamageTypes ​

List type: PlayerDamageTypes Values: 6

Value
Default
Explosion
Fall
Fire
Headshot
Melee

PlayerDeathTypes ​

List type: PlayerDeathTypes Values: 11

Value
Deserting
Drowning
Explosion
Fall
Fire
Headshot
Melee
Penetration
Redeploy
Roadkill
Weapon

PlayerFilterTypes ​

List type: PlayerFilterTypes Values: 4

Value
None
Player
Squad
TeamId

RestrictedInputs ​

List type: RestrictedInputs Values: 20

Value
CameraPitch
CameraYaw
Crouch
CycleFire
CyclePrimary
FireWeapon
Interact
Jump
MoveForwardBack
MoveLeftRight
Prone
Reload
SelectCharacterGadget
SelectMelee
SelectOpenGadget
SelectPrimary
SelectSecondary
SelectThrowable
Sprint
Zoom

ResupplyTypes ​

List type: ResupplyTypes Values: 3

Value
AmmoBox
AmmoCrate
SupplyBag

RuntimeSpawn_Abbasid ​

List type: RuntimeSpawn_Abbasid Values: 1346

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Aftermath ​

List type: RuntimeSpawn_Aftermath Values: 1496

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Badlands ​

List type: RuntimeSpawn_Badlands Values: 891

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Battery ​

List type: RuntimeSpawn_Battery Values: 1232

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Capstone ​

List type: RuntimeSpawn_Capstone Values: 610

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Common ​

List type: RuntimeSpawn_Common Values: 1473

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Contaminated ​

List type: RuntimeSpawn_Contaminated Values: 1346

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Dumbo ​

List type: RuntimeSpawn_Dumbo Values: 1499

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Eastwood ​

List type: RuntimeSpawn_Eastwood Values: 944

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_FireStorm ​

List type: RuntimeSpawn_FireStorm Values: 746

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_GolmudRailway ​

List type: RuntimeSpawn_GolmudRailway Values: 1189

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_Downtown ​

List type: RuntimeSpawn_Granite_Downtown Values: 1456

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_Marina ​

List type: RuntimeSpawn_Granite_Marina Values: 1417

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_MilitaryRnD ​

List type: RuntimeSpawn_Granite_MilitaryRnD Values: 1064

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_MilitaryStorage ​

List type: RuntimeSpawn_Granite_MilitaryStorage Values: 1128

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_ResidentialNorth ​

List type: RuntimeSpawn_Granite_ResidentialNorth Values: 909

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_TechCenter ​

List type: RuntimeSpawn_Granite_TechCenter Values: 834

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_Underground ​

List type: RuntimeSpawn_Granite_Underground Values: 1430

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Limestone ​

List type: RuntimeSpawn_Limestone Values: 927

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Outskirts ​

List type: RuntimeSpawn_Outskirts Values: 842

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Plaza ​

List type: RuntimeSpawn_Plaza Values: 1376

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Sand ​

List type: RuntimeSpawn_Sand Values: 1346

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Subsurface ​

List type: RuntimeSpawn_Subsurface Values: 980

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Tungsten ​

List type: RuntimeSpawn_Tungsten Values: 877

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

ScoreboardType ​

List type: ScoreboardType Values: 5

Value
CustomFFA
CustomTwoTeams
DefaultFFA
NotSet
Off

ScoreCriteria ​

List type: ScoreCriteria Values: 2

Value
HighestProgress
LowestProgress

ScreenEffects ​

List type: ScreenEffects Values: 4

Value
Night
Saturated
Stealth
VL7

SoldierClass ​

List type: SoldierClass Values: 4

Value
Assault
Engineer
Recon
Support

SoldierEffects ​

List type: SoldierEffects Values: 3

Value
FreezeStatusEffect
HeatStatusEffect
VL7Effect

SoldierStateBool ​

List type: SoldierStateBool Values: 23

Value
HasBomb
IsAISoldier
IsAlive
IsBeingRevived
IsCrouching
IsDead
IsDiving
IsFiring
IsInAir
IsInteracting
IsInVehicle
IsInWater
IsJumping
IsManDown
IsOnGround
IsParachuting
IsProne
IsReloading
IsReviving
IsSprinting
IsStanding
IsVaulting
IsZooming

SoldierStateNumber ​

List type: SoldierStateNumber Values: 6

Value
CurrentHealth
CurrentWeaponAmmo
CurrentWeaponMagazineAmmo
MaxHealth
NormalizedHealth
Speed

SoldierStateVector ​

List type: SoldierStateVector Values: 4

Value
EyePosition
GetFacingDirection
GetLinearVelocity
GetPosition

SpawnModes ​

List type: SpawnModes Values: 3

Value
AutoSpawn
Deploy
Spectating

SpectatingGroup ​

List type: SpectatingGroup Values: 3

Value
All
Squad
Team

SpotStatus ​

List type: SpotStatus Values: 4

Value
SpotInBoth
SpotInMinimap
SpotInWorld
Unspot

Stance ​

List type: Stance Values: 3

Value
Crouch
Prone
Stand

StationaryEmplacementsList ​

List type: StationaryEmplacements Values: 3

Value
BGM71TOW
GDF009
M2MG

Types ​

List type: Types Values: 118

Value
AreaTrigger
Array
Bomb
Boolean
CapturePoint
DamageType
DeathType
EmplacementSpawner
Enum_AiInput
Enum_AmmoTypes
Enum_BombState
Enum_Cameras
Enum_CustomNotificationSlots
Enum_Factions
Enum_Gadgets
Enum_GameModeTicker
Enum_GolmudTrainMoveCommands
Enum_GolmudTrainStopReason
Enum_GolmudTrainVariants
Enum_InventorySlots
Enum_Maps
Enum_MCOMArmType
Enum_MoveSpeed
Enum_MusicEvents
Enum_MusicPackages
Enum_MusicParams
Enum_PlayerDamageTypes
Enum_PlayerDeathTypes
Enum_PlayerFilterTypes
Enum_RestrictedInputs
Enum_ResupplyTypes
Enum_RuntimeSpawn_Abbasid
Enum_RuntimeSpawn_Aftermath
Enum_RuntimeSpawn_Badlands
Enum_RuntimeSpawn_Battery
Enum_RuntimeSpawn_Capstone
Enum_RuntimeSpawn_Common
Enum_RuntimeSpawn_Contaminated
Enum_RuntimeSpawn_Dumbo
Enum_RuntimeSpawn_Eastwood
Enum_RuntimeSpawn_FireStorm
Enum_RuntimeSpawn_GolmudRailway
Enum_RuntimeSpawn_Granite_Downtown
Enum_RuntimeSpawn_Granite_Marina
Enum_RuntimeSpawn_Granite_MilitaryRnD
Enum_RuntimeSpawn_Granite_MilitaryStorage
Enum_RuntimeSpawn_Granite_ResidentialNorth
Enum_RuntimeSpawn_Granite_TechCenter
Enum_RuntimeSpawn_Granite_Underground
Enum_RuntimeSpawn_Limestone
Enum_RuntimeSpawn_Outskirts
Enum_RuntimeSpawn_Plaza
Enum_RuntimeSpawn_Sand
Enum_RuntimeSpawn_Subsurface
Enum_RuntimeSpawn_Tungsten
Enum_ScoreboardType
Enum_ScoreCriteria
Enum_ScreenEffects
Enum_SoldierClass
Enum_SoldierEffects
Enum_SoldierStateBool
Enum_SoldierStateNumber
Enum_SoldierStateVector
Enum_SpawnModes
Enum_SpectatingGroup
Enum_SpotStatus
Enum_Stance
Enum_StationaryEmplacements
Enum_Types
Enum_UIAnchor
Enum_UIBgFill
Enum_UIButtonEvent
Enum_UIDepth
Enum_UIImageType
Enum_VehicleCategories
Enum_VehicleList
Enum_VehicleStateVector
Enum_VoiceOverEvents2D
Enum_VoiceOverFlags
Enum_WeaponAttachments
Enum_Weapons
Enum_WorldIconImages
FixedCamera
HQ
InteractPoint
LootMissionObjectManager
LootSpawner
MapSpecificFeature
MCOM
Message
Number
Object
Player
PortalEnum
RingOfFire
ScoreboardType
ScreenEffect
Sector
SFX
SpatialObject
Spawner
SpawnPoint
Squad
String
Team
Transform
UIWidget
Variable
Vector
Vehicle
VehicleSpawner
VFX
VL7Cloud
VO
WaypointPath
WeaponPackage
WeaponUnlock
WorldIcon

UIAnchor ​

List type: UIAnchor Values: 9

Value
BottomCenter
BottomLeft
BottomRight
Center
CenterLeft
CenterRight
TopCenter
TopLeft
TopRight

UIBgFill ​

List type: UIBgFill Values: 9

Value
Blur
GradientBottom
GradientLeft
GradientRight
GradientTop
None
OutlineThick
OutlineThin
Solid

UIButtonEvent ​

List type: UIButtonEvent Values: 6

Value
ButtonDown
ButtonUp
FocusIn
FocusOut
HoverIn
HoverOut

UIDepth ​

List type: UIDepth Values: 2

Value
AboveGameUI
BelowGameUI

UIImageType ​

List type: UIImageType Values: 8

Value
CrownOutline
CrownSolid
None
QuestionMark
RifleAmmo
SelfHeal
SpawnBeacon
TEMP_PortalIcon

VehicleCategories ​

List type: VehicleCategories Values: 7

Value
Air_All
Air_Heli
Air_Plane
Ground_All
Ground_Combat
Ground_Transport
Naval_All

VehicleList ​

List type: VehicleList Values: 26

Value
Abrams
AH64
AH6M
AH6M_Pax
Cheetah
Couch
CV90
DirtBike
DirtBike_Pax
Eurocopter
F16
F22
Flyer60
Gepard
GolfCart
JAS39
Leopard
M2Bradley
Marauder
Marauder_Pax
Quadbike
RHIB
SU57
UH60
UH60_Pax
Vector

VehicleStateVector ​

List type: VehicleStateVector Values: 3

Value
FacingDirection
LinearVelocity
VehiclePosition

VoiceOverEvents2D ​

List type: VoiceOverEvents2D Values: 61

Value
CheckPointEnemy
CheckPointEnemyAnother
CheckPointFriendly
CheckPointFriendlyAnother
CheckPointMovingToLastEnemy
CheckPointMovingToLastFriendly
FirstSpawn
FirstSpawnDefender
GlobalAircraftAvailable
GlobalAirstrikeWarning
GlobalEOMDefeat
GlobalEOMVictory
GlobalOutOfBounds
MComArmEnemy
MComArmFriendly
MComDefuseEnemy
MComDefuseFriendly
MComDestroyedEnemy
MComDestroyedFriendly
MComDestroyedOneLeftEnemy
MComDestroyedOneLeftFriendly
ObjectiveCaptured
ObjectiveCapturedEnemy
ObjectiveCapturedEnemyGeneric
ObjectiveCapturedGeneric
ObjectiveCapturing
ObjectiveContested
ObjectiveLocated
ObjectiveLockdownEnemy
ObjectiveLockdownFriendly
ObjectiveLost
ObjectiveNeutralised
ObjectiveTerritoryLost
ObjectiveTerritoryLostGeneric
ObjectiveTerritoryTaken
ObjectiveTerritoryTakenGeneric
PlayerCountEnemyLow
PlayerCountFriendlyLow
ProgressEarlyLosing
ProgressEarlyWinning
ProgressLateLosing
ProgressLateWinning
ProgressMidLosing
ProgressMidWinning
RoundEndEnemyCapture
RoundEndEnemyKills
RoundEndFriendlyCapture
RoundEndFriendlyKills
RoundLastRound
RoundStartGeneric
RoundSuddenDeath
RoundSwitchSides
SectorTakenAttacker
SectorTakenDefender
Time120Left
Time30Left
Time60Left
TimeLow
TimeOvertime
VehicleArmoredSpawn
VehicleTankSpawn

VoiceOverFlags ​

List type: VoiceOverFlags Values: 9

Value
Alpha
Bravo
Charlie
Delta
Echo
Foxtrot
Golf
Hotel
India

WeaponAttachments ​

List type: WeaponAttachments Values: 371

Value
Ammo_Buckshot
Ammo_Flechette
Ammo_FMJ
Ammo_Frangible
Ammo_Hollow_Point
Ammo_Match_Grade
Ammo_Polymer_Case
Ammo_Slugs
Ammo_Subsonic
Ammo_Subsonic_Frangible
Ammo_Subsonic_HP
Ammo_Synthetic_Tip
Ammo_Tungsten_Core
Barrel_10_Factory
Barrel_10_Full
Barrel_102mm_Compact
Barrel_105_Custom
Barrel_105_Factory
Barrel_11_Extended
Barrel_11_Heavy
Barrel_114mm_Factory
Barrel_114mm_Pencil
Barrel_115_Commando
Barrel_12_Assaulter
Barrel_12_SBR
Barrel_122mm_Factory
Barrel_122mm_Pencil
Barrel_125_Fluted
Barrel_125_Mid
Barrel_13_Factory
Barrel_13_Fluted
Barrel_13_Prototype
Barrel_13_Standard
Barrel_135mm_Long
Barrel_145_Alt
Barrel_145_Carbine
Barrel_145_Common
Barrel_145_Factory
Barrel_145_Standard
Barrel_16_Custom
Barrel_16_Dissipator
Barrel_16_Factory
Barrel_16_Pencil
Barrel_16_Rifle
Barrel_16_Short
Barrel_16_US
Barrel_165_Basic
Barrel_165_Fluted
Barrel_165_LSW
Barrel_165_Rifle
Barrel_17_Cut
Barrel_17_Factory
Barrel_17_Fluted
Barrel_18_Cryogenic
Barrel_18_Custom
Barrel_18_EBR
Barrel_18_Extended
Barrel_18_Govt
Barrel_18_Pencil
Barrel_18_SPR
Barrel_18_US_LB
Barrel_180mm_Prototype
Barrel_180mm_Standard
Barrel_185_Factory
Barrel_189_Factory
Barrel_189_Prototype
Barrel_20_Custom_Covert
Barrel_20_Factory
Barrel_20_HBAR
Barrel_20_LE
Barrel_20_Lima
Barrel_20_Long
Barrel_20_OH
Barrel_20_SDM_R
Barrel_200mm_Custom
Barrel_200mm_Custom_H
Barrel_200mm_Factory
Barrel_200mm_Fluted
Barrel_215_Factory
Barrel_215_Fluted
Barrel_22_E3_Long
Barrel_22_Factory
Barrel_225mm_Factory
Barrel_238mm_Cryogenic
Barrel_238mm_Factory
Barrel_238mm_Pencil
Barrel_24_Bravo
Barrel_24_Extended
Barrel_24_Fluted
Barrel_24_Full
Barrel_240mm_Fluted
Barrel_240mm_SB
Barrel_245mm_Custom
Barrel_26_Carbon
Barrel_26_Factory
Barrel_264mm_Factory
Barrel_264mm_Fluted
Barrel_264mm_Prototype
Barrel_27_Factory
Barrel_27_Full
Barrel_27_MK22
Barrel_303mm_LB
Barrel_305mm_Custom
Barrel_305mm_Custom_H
Barrel_314mm_Factory
Barrel_314mm_Fluted
Barrel_314mm_Prototype
Barrel_32_Custom
Barrel_330mm_Mk3
Barrel_349mm_Fluted
Barrel_349mm_SB
Barrel_367mm_Civ
Barrel_370mm_Compact
Barrel_39_Factory
Barrel_39_Pencil
Barrel_391mm_CQB
Barrel_406mm_Standard
Barrel_407mm_Civ_S
Barrel_409mm_Cut
Barrel_409mm_Factory
Barrel_409mm_Fluted
Barrel_409mm_US
Barrel_415mm_Factory
Barrel_415mm_Fluted
Barrel_415mm_Prototype
Barrel_419mm_Boar_F
Barrel_430mm_Cut
Barrel_430mm_Factory
Barrel_442_mm_CQB
Barrel_45_Compact
Barrel_450mm_Factory
Barrel_450mm_Standard
Barrel_457mm_Mk9
Barrel_457mm_Urban
Barrel_458mm_Custom
Barrel_465mm_LB
Barrel_480mm_Factory
Barrel_480mm_Fluted
Barrel_480mm_MG
Barrel_5_Factory
Barrel_5_Pencil
Barrel_508mm_Mk8
Barrel_510mm_DMR
Barrel_510mm_Fluted
Barrel_512_Compact
Barrel_514mm_Carbine
Barrel_518mm_Factory
Barrel_518mm_Fluted
Barrel_521mm_Boar
Barrel_521mm_Boar_F
Barrel_55_Factory
Barrel_55_Fluted
Barrel_550mm_Factory
Barrel_556mm_Prototype
Barrel_560mm_Cut
Barrel_560mm_Factory
Barrel_565mm_Fluted
Barrel_565mm_Para
Barrel_590mm_Factory
Barrel_6_Fluted
Barrel_6_Standard
Barrel_600mm_Cut
Barrel_600mm_DMR
Barrel_600mm_Fluted
Barrel_600mm_Tabuk
Barrel_612mm_VMW
Barrel_620mm_Classic
Barrel_646mm_Cut
Barrel_646mm_Fluted
Barrel_646mm_LSW
Barrel_65_Extended
Barrel_650mm_Factory
Barrel_650mm_Fluted
Barrel_675_Factory
Barrel_68_Factory
Barrel_68_Fluted
Barrel_730mm_3LR
Barrel_75_Compact
Barrel_8_Extended
Barrel_837_Long
Barrel_9_Factory
Barrel_9_Fluted
Barrel_9_Heavy
Barrel_IAR_Heavy
Bottom_5_mW_Green
Bottom_5_mW_Red
Bottom_50_mW_Green
Bottom_6H64_Vertical
Bottom_Adjustable_Angled
Bottom_Alloy_Vertical
Bottom_Bipod
Bottom_Canted_Stubby
Bottom_Canted_Vertical
Bottom_Classic_Grip_Pod
Bottom_Classic_Vertical
Bottom_Compact_Handstop
Bottom_Factory_Angled
Bottom_Flashlight
Bottom_Folding_Stubby
Bottom_Folding_Vertical
Bottom_Full_Angled
Bottom_Laser_Light_Combo_Green
Bottom_Laser_Light_Combo_Red
Bottom_Low_Profile_Stubby
Bottom_PTT_Grip_Pod
Bottom_QD_Grip_Pod
Bottom_Ribbed_Stubby
Bottom_Ribbed_Vertical
Bottom_Slim_Angled
Bottom_Slim_Handstop
Bottom_Stippled_Stubby
Bottom_Underslung_Mount
Bottom_VIS_IR_Light
Ergonomic_A3_Receiver
Ergonomic_Aftermarket_Buffer
Ergonomic_DLC_Bolt
Ergonomic_Improved_Mag_Catch
Ergonomic_Magwell_Flare
Ergonomic_Match_Trigger
Ergonomic_Rail_Cover
Left_120_mW_Blue
Left_5_mW_Green
Left_5_mW_Red
Left_50_mW_Blue
Left_50_mW_Green
Left_Flashlight
Left_Range_Finder
Left_Taclight__Aimed
Left_VIS_IR_Light
Magazine_100rnd_Belt_Box
Magazine_100rnd_Belt_Pouch
Magazine_100rnd_Drum_Mag
Magazine_10rnd_Fast_Mag
Magazine_10rnd_Magazine
Magazine_11rnd_Magazine
Magazine_15rnd_Fast_Mag
Magazine_15rnd_Magazine
Magazine_17rnd_Fast_Mag
Magazine_17rnd_Magazine
Magazine_200rnd_Belt_Box
Magazine_20rnd_Fast_Mag
Magazine_20rnd_Magazine
Magazine_21rnd_Magazine
Magazine_22rnd_Magazine
Magazine_23rnd_Magazine
Magazine_25rnd_Fast_Mag
Magazine_25rnd_Magazine
Magazine_27rnd_Magazine
Magazine_30rnd_Fast_Mag
Magazine_30rnd_Magazine
Magazine_35rnd_Magazine
Magazine_36rnd_Magazine
Magazine_4_Shell_Tube
Magazine_40rnd_Fast_Mag
Magazine_40rnd_Magazine
Magazine_41rnd_Magazine
Magazine_45rnd_Fast_Mag
Magazine_45rnd_Magazine
Magazine_4rnd_Fast_Mag
Magazine_4rnd_Magazine
Magazine_5_Shell_Tube
Magazine_50rnd_Belt_Pouch
Magazine_50rnd_Loose_Belt
Magazine_50rnd_Magazine
Magazine_53rnd_Drum
Magazine_5rnd_Fast_Mag
Magazine_5rnd_Magazine
Magazine_6_Shell_Tube
Magazine_60rnd_Drum_Mag
Magazine_60rnd_Magazine
Magazine_6rnd_Speedloader
Magazine_7_Shell_Dual_Tubes
Magazine_7_Shell_Tube
Magazine_75rnd_Belt_Box
Magazine_75rnd_Drum
Magazine_7rnd_Fast_Mag
Magazine_7rnd_Magazine
Magazine_8rnd_Fast_Mag
Magazine_8rnd_Magazine
Magazine_8rnd_Moon_Clip
Magazine_8rnd_Speedloader
Magazine_95rnd_Drum
Muzzle_Compensated_Brake
Muzzle_Compensator
Muzzle_CQB_Suppressor
Muzzle_Double_port_Brake
Muzzle_Double_Port_Brake
Muzzle_Flash_Comp
Muzzle_Flash_Hider
Muzzle_Hybrid_Suppressor_K
Muzzle_Hybrid_Suppressor_L
Muzzle_Hybrid_Suppressor_S
Muzzle_Lightened_Suppressor
Muzzle_Linear_Comp
Muzzle_Long_Suppressor
Muzzle_Single_port_Brake
Muzzle_Slant_Brake
Muzzle_Standard_Suppressor
Muzzle_Thread_Protector
Muzzle_Triple_port_Brake
Right_120_mW_Blue
Right_5_mW_Green
Right_5_mW_Red
Right_50_mW_Blue
Right_50_mW_Green
Right_50_MW_Violet
Right_Flashlight
Right_Laser_Light_Combo_Green
Right_Laser_Light_Combo_Red
Right_Range_Finder
Right_Taclight__Aimed
Right_VIS_IR_Light
Scope_1P86_LPVO
Scope_1p87_150x
Scope_1p88_Variable
Scope_2Pro_125x
Scope_3VZR_175x
Scope_A_P2_175x
Scope_Adjustable_Magnification_200x
Scope_Adjustable_Magnification_300x
Scope_Adjustable_Magnification_400x
Scope_Anti_Glare_Coating
Scope_Aperture_Sight
Scope_Baker_300x
Scope_BF_2M_250x
Scope_Canted_Iron_Sights
Scope_Canted_Reflex
Scope_Carry_Handle_Irons
Scope_CCO_200x
Scope_CQ_RDS_125x
Scope_CQB_Sights
Scope_DVO_LPVO
Scope_Flip_Up_Irons
Scope_GRIM_150x
Scope_Iron_Sights
Scope_LDS_450x
Scope_LERT_800x
Scope_M145_MGO_350x
Scope_Magnifier
Scope_Mars_F_LPVO
Scope_MC_CO_LPVO
Scope_Mini_Flex_100x
Scope_NFX_800x
Scope_NGFC_LPVO
Scope_Osa_7_100x
Scope_PAS_35_300x
Scope_Piggyback_Reflex
Scope_PVQ_31_400x
Scope_QMK_171A_300x
Scope_R_MR_100x
Scope_R_VPS_1000x
Scope_R4T_200x
Scope_RO_M_175x
Scope_RO_S_125x
Scope_ROX_150x
Scope_S_VPS_600x
Scope_SDO_350x
Scope_SF_G2_500x
Scope_SM_Rifle_Variable
Scope_SSDS_600x
Scope_ST_Prism_500x
Scope_SU_123_150x
Scope_SU_230_LPVO
Scope_TH_RDS_100x
Scope_TS_HD_600x
Top_120_mW_Blue
Top_5_mW_Green
Top_5_mW_Red
Top_50_mW_Blue
Top_50_mW_Green
Top_50_MW_Violet

Weapons ​

List type: Weapons Values: 61

Value
AssaultRifle_AK4D
AssaultRifle_B36A4
AssaultRifle_KORD_6P67
AssaultRifle_L85A3
AssaultRifle_M16A4
AssaultRifle_M433
AssaultRifle_NVO_228E
AssaultRifle_SOR_556_Mk2
AssaultRifle_TR_7
AssaultRifle_VCR_2
BattlePickup_MP_RMG
BattlePickup_Rorsch_Mk_2_SMRW
Carbine_AK_205
Carbine_GRT_BC
Carbine_M277
Carbine_M417_A2
Carbine_M4A1
Carbine_QBZ_192
Carbine_SG_553R
Carbine_SOR_300SC
DMR_GRT_CPS
DMR_LMR27
DMR_M39_EMR
DMR_SVDM
DMR_SVK_86
LMG_DRS_IAR
LMG_KTS100_MK8
LMG_L110
LMG_M_60
LMG_M121_A2
LMG_M123K
LMG_M240L
LMG_M250
LMG_RPK_74M
LMG_RPKM
Shotgun__185KS_K
Shotgun_DB_12
Shotgun_M1014
Shotgun_M87A1
Sidearm_ES_57
Sidearm_GGH_22
Sidearm_M357_Trait
Sidearm_M44
Sidearm_M45A1
Sidearm_P18
Sidearm_VZ_61
SMG_CZ3A1
SMG_KV9
SMG_PP_19
SMG_PW5A3
SMG_PW7A2
SMG_SCW_10
SMG_SGX
SMG_SL9
SMG_UMG_40
SMG_USG_90
Sniper_L115
Sniper_M2010_ESR
Sniper_Mini_Scout
Sniper_PSR
Sniper_SV_98

WorldIconImages ​

List type: WorldIconImages Values: 16

Value
Alert
Assist
Bomb
BombArmed
Cross
DangerPing
Diffuse
EMP
Explosion
Eye
FilledPing
Flag
Hazard
Skull
SquadPing
Triangle

Types ​

TypeCategory
SFXAudio/Visual
VFXAudio/Visual
VOAudio/Visual
Enum_AiInputEnumeration — Ai Input
Enum_AmmoTypesEnumeration — Ammo Types
Enum_ArmorTypesEnumeration — Armor Types
Enum_CamerasEnumeration — Cameras
Enum_CustomNotificationSlotsEnumeration — Custom Notification Slots
Enum_FactionsEnumeration — Factions
Enum_GadgetsEnumeration — Gadgets
Enum_GolmudTrainMoveCommandsEnumeration — Golmud Train Move Commands
Enum_GolmudTrainStopReasonEnumeration — Golmud Train Stop Reason
Enum_GolmudTrainVariantsEnumeration — Golmud Train Variants
Enum_InventorySlotsEnumeration — Inventory Slots
Enum_MapsEnumeration — Maps
Enum_MoveSpeedEnumeration — Move Speed
Enum_MusicEventsEnumeration — Music Events
Enum_MusicPackagesEnumeration — Music Packages
Enum_MusicParamsEnumeration — Music Params
Enum_PlayerDamageTypesEnumeration — Player Damage Types
Enum_PlayerDeathTypesEnumeration — Player Death Types
Enum_PlayerFilterTypesEnumeration — Player Filter Types
Enum_RestrictedInputsEnumeration — Restricted Inputs
Enum_ResupplyTypesEnumeration — Resupply Types
Enum_RuntimeSpawn_AbbasidEnumeration — Runtime Spawn Abbasid
Enum_RuntimeSpawn_AftermathEnumeration — Runtime Spawn Aftermath
Enum_RuntimeSpawn_BadlandsEnumeration — Runtime Spawn Badlands
Enum_RuntimeSpawn_BatteryEnumeration — Runtime Spawn Battery
Enum_RuntimeSpawn_CapstoneEnumeration — Runtime Spawn Capstone
Enum_RuntimeSpawn_CommonEnumeration — Runtime Spawn Common
Enum_RuntimeSpawn_ContaminatedEnumeration — Runtime Spawn Contaminated
Enum_RuntimeSpawn_DumboEnumeration — Runtime Spawn Dumbo
Enum_RuntimeSpawn_EastwoodEnumeration — Runtime Spawn Eastwood
Enum_RuntimeSpawn_FireStormEnumeration — Runtime Spawn Fire Storm
Enum_RuntimeSpawn_GolmudRailwayEnumeration — Runtime Spawn Golmud Railway
Enum_RuntimeSpawn_Granite_DowntownEnumeration — Runtime Spawn Granite Downtown
Enum_RuntimeSpawn_Granite_MarinaEnumeration — Runtime Spawn Granite Marina
Enum_RuntimeSpawn_Granite_MilitaryRnDEnumeration — Runtime Spawn Granite Military Rn D
Enum_RuntimeSpawn_Granite_MilitaryStorageEnumeration — Runtime Spawn Granite Military Storage
Enum_RuntimeSpawn_Granite_ResidentialNorthEnumeration — Runtime Spawn Granite Residential North
Enum_RuntimeSpawn_Granite_TechCenterEnumeration — Runtime Spawn Granite Tech Center
Enum_RuntimeSpawn_Granite_UndergroundEnumeration — Runtime Spawn Granite Underground
Enum_RuntimeSpawn_LimestoneEnumeration — Runtime Spawn Limestone
Enum_RuntimeSpawn_OutskirtsEnumeration — Runtime Spawn Outskirts
Enum_RuntimeSpawn_SandEnumeration — Runtime Spawn Sand
Enum_RuntimeSpawn_SubsurfaceEnumeration — Runtime Spawn Subsurface
Enum_RuntimeSpawn_TungstenEnumeration — Runtime Spawn Tungsten
Enum_ScoreboardTypeEnumeration — Scoreboard Type
Enum_ScreenEffectsEnumeration — Screen Effects
Enum_SoldierClassEnumeration — Soldier Class
Enum_SoldierEffectsEnumeration — Soldier Effects
Enum_SoldierStateBoolEnumeration — Soldier State Bool
Enum_SoldierStateNumberEnumeration — Soldier State Number
Enum_SoldierStateVectorEnumeration — Soldier State Vector
Enum_SpawnModesEnumeration — Spawn Modes
Enum_SpectatingGroupEnumeration — Spectating Group
Enum_SpotStatusEnumeration — Spot Status
Enum_StanceEnumeration — Stance
Enum_StationaryEmplacementsEnumeration — Stationary Emplacements
Enum_TypesEnumeration — Types
Enum_UIAnchorEnumeration — UI Anchor
Enum_UIBgFillEnumeration — UI Bg Fill
Enum_UIButtonEventEnumeration — UI Button Event
Enum_UIDepthEnumeration — UI Depth
Enum_UIImageTypeEnumeration — UI Image Type
Enum_VehicleCategoriesEnumeration — Vehicle Categories
Enum_VehicleListEnumeration — Vehicle List
Enum_VehicleStateVectorEnumeration — Vehicle State Vector
Enum_VoiceOverEvents2DEnumeration — Voice Over Events2 D
Enum_VoiceOverFlagsEnumeration — Voice Over Flags
Enum_WeaponAttachmentsEnumeration — Weapon Attachments
Enum_WeaponsEnumeration — Weapons
Enum_WorldIconImagesEnumeration — World Icon Images
PortalEnumEnumeration
AreaTriggerGame Entity
CapturePointGame Entity
DamageTypeGame Entity
DeathTypeGame Entity
EmplacementSpawnerGame Entity
FixedCameraGame Entity
HQGame Entity
InteractPointGame Entity
LootSpawnerGame Entity
MCOMGame Entity
MapSpecificFeatureGame Entity
MessageGame Entity
PlayerGame Entity
RingOfFireGame Entity
SectorGame Entity
SpatialObjectGame Entity
SpawnPointGame Entity
SpawnerGame Entity
SquadGame Entity
TeamGame Entity
UIWidgetGame Entity
VL7CloudGame Entity
VehicleGame Entity
VehicleSpawnerGame Entity
WaypointPathGame Entity
WeaponPackageGame Entity
WeaponUnlockGame Entity
WorldIconGame Entity
ArrayPrimitive
BooleanPrimitive
GlobalPrimitive
NumberPrimitive
ObjectPrimitive
StringPrimitive
TransformPrimitive
VectorPrimitive

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