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TypeScript API Reference ​

SDK version: 1.4.3.0

This page is generated from the SDK's code/types/mod/index.d.ts and code/modlib/index.ts files.

Summary ​

CategoryCount
event handlers79
mod functions431
mod function overloads570
mod types41
mod enums83
modlib functions31
modlib classes2

mod Functions ​

UI ​

Toggle

AddUIButton ​

Creates a UI Button Widget.

ts
AddUIButton(name: string, position: Vector, size: Vector, anchor: UIAnchor): void
ts
AddUIButton(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  receiver: Player | Team
): void
ts
AddUIButton(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  buttonEnabled: boolean,
  baseColor: Vector,
  baseAlpha: number,
  disabledColor: Vector,
  disabledAlpha: number,
  pressedColor: Vector,
  pressedAlpha: number,
  hoverColor: Vector,
  hoverAlpha: number,
  focusedColor: Vector,
  focusedAlpha: number
): void
ts
AddUIButton(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  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
): void
ts
AddUIButton(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  buttonEnabled: boolean,
  baseColor: Vector,
  baseAlpha: number,
  disabledColor: Vector,
  disabledAlpha: number,
  pressedColor: Vector,
  pressedAlpha: number,
  hoverColor: Vector,
  hoverAlpha: number,
  focusedColor: Vector,
  focusedAlpha: number,
  depth: UIDepth
): void
ts
AddUIButton(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  buttonEnabled: boolean,
  baseColor: Vector,
  baseAlpha: number,
  disabledColor: Vector,
  disabledAlpha: number,
  pressedColor: Vector,
  pressedAlpha: number,
  hoverColor: Vector,
  hoverAlpha: number,
  focusedColor: Vector,
  focusedAlpha: number,
  depth: UIDepth,
  receiver: Player | Team
): void

AddUIContainer ​

Creates a new UI Container Widget.

ts
AddUIContainer(name: string, position: Vector, size: Vector, anchor: UIAnchor): void
ts
AddUIContainer(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  receiver: Player | Team
): void
ts
AddUIContainer(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill
): void
ts
AddUIContainer(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  receiver: Player | Team
): void
ts
AddUIContainer(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  depth: UIDepth
): void
ts
AddUIContainer(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  depth: UIDepth,
  receiver: Player | Team
): void

AddUIGadgetImage ​

Creates a new UI Image Widget based on a Gadget.

ts
AddUIGadgetImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  gadget: Gadgets,
  parent: UIWidget
): void
ts
AddUIGadgetImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  gadget: Gadgets,
  parent: UIWidget,
  visibility: Player | Team
): void

AddUIIcon ​

Attaches a new UI Icon Widget to an object.

ts
AddUIIcon(
  parentObject: mod.Object,
  image: WorldIconImages,
  verticalOffset: number,
  iconColour: Vector,
  iconText: Message,
  visibility: Player | Team
): void
ts
AddUIIcon(
  parentObject: mod.Object,
  image: WorldIconImages,
  verticalOffset: number,
  iconColour: Vector,
  iconText: Message
): void

AddUIImage ​

Creates a new UI Image Widget.

ts
AddUIImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  imageType: UIImageType
): void
ts
AddUIImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  imageType: UIImageType,
  receiver: Player | Team
): void
ts
AddUIImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  imageType: UIImageType,
  imageColor: Vector,
  imageAlpha: number
): void
ts
AddUIImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  imageType: UIImageType,
  imageColor: Vector,
  imageAlpha: number,
  receiver: Player | Team
): void
ts
AddUIImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  imageType: UIImageType,
  imageColor: Vector,
  imageAlpha: number,
  depth: UIDepth
): void
ts
AddUIImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  imageType: UIImageType,
  imageColor: Vector,
  imageAlpha: number,
  depth: UIDepth,
  receiver: Player | Team
): void

AddUIText ​

Creates a new UI Text Widget.

ts
AddUIText(name: string, position: Vector, size: Vector, anchor: UIAnchor, message: Message): void
ts
AddUIText(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  message: Message,
  receiver: Player | Team
): void
ts
AddUIText(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  message: Message,
  textSize: number,
  textColor: Vector,
  textAlpha: number,
  textAnchor: UIAnchor
): void
ts
AddUIText(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  message: Message,
  textSize: number,
  textColor: Vector,
  textAlpha: number,
  textAnchor: UIAnchor,
  receiver: Player | Team
): void
ts
AddUIText(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  message: Message,
  textSize: number,
  textColor: Vector,
  textAlpha: number,
  textAnchor: UIAnchor,
  depth: UIDepth
): void
ts
AddUIText(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  parent: UIWidget,
  visible: boolean,
  padding: number,
  bgColor: Vector,
  bgAlpha: number,
  bgFill: UIBgFill,
  message: Message,
  textSize: number,
  textColor: Vector,
  textAlpha: number,
  textAnchor: UIAnchor,
  depth: UIDepth,
  receiver: Player | Team
): void

AddUIWeaponImage ​

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

ts
AddUIWeaponImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  weapon: Weapons,
  parent: UIWidget
): void
ts
AddUIWeaponImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  weapon: Weapons,
  parent: UIWidget,
  weaponPackage: WeaponPackage
): void
ts
AddUIWeaponImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  weapon: Weapons,
  parent: UIWidget,
  visibility: Player | Team
): void
ts
AddUIWeaponImage(
  name: string,
  position: Vector,
  size: Vector,
  anchor: UIAnchor,
  weapon: Weapons,
  parent: UIWidget,
  weaponPackage: WeaponPackage,
  visibility: Player | Team
): void

DeleteAllUIWidgets ​

Deletes all UI Widgets.

ts
DeleteAllUIWidgets(): void

DeleteUIWidget ​

Deletes a particular UI Widget.

ts
DeleteUIWidget(widget: UIWidget): void

EnableUIButtonEvent ​

Determines if UI Button Widgets can send events.

ts
EnableUIButtonEvent(widget: UIWidget, buttonEvent: UIButtonEvent, enabled: boolean): void

EnableUIInputMode ​

Determines if UI Buttons can be interacted with.

ts
EnableUIInputMode(enabled: boolean): void
ts
EnableUIInputMode(enabled: boolean, receiver: Player | Team): void

FindUIWidgetWithName ​

Returns the UI Widget matching the specified name.

ts
FindUIWidgetWithName(name: string, searchRoot: UIWidget): UIWidget
ts
FindUIWidgetWithName(name: string): Any

GetUIButtonAlphaBase ​

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

ts
GetUIButtonAlphaBase(widget: UIWidget): number

GetUIButtonAlphaDisabled ​

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

ts
GetUIButtonAlphaDisabled(widget: UIWidget): number

GetUIButtonAlphaFocused ​

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

ts
GetUIButtonAlphaFocused(widget: UIWidget): number

GetUIButtonAlphaHover ​

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

ts
GetUIButtonAlphaHover(widget: UIWidget): number

GetUIButtonAlphaPressed ​

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

ts
GetUIButtonAlphaPressed(widget: UIWidget): number

GetUIButtonColorBase ​

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

ts
GetUIButtonColorBase(widget: UIWidget): Vector

GetUIButtonColorDisabled ​

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

ts
GetUIButtonColorDisabled(widget: UIWidget): Vector

GetUIButtonColorFocused ​

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

ts
GetUIButtonColorFocused(widget: UIWidget): Vector

GetUIButtonColorHover ​

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

ts
GetUIButtonColorHover(widget: UIWidget): Vector

GetUIButtonColorPressed ​

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

ts
GetUIButtonColorPressed(widget: UIWidget): Vector

GetUIButtonEnabled ​

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

ts
GetUIButtonEnabled(widget: UIWidget): boolean

GetUIImageAlpha ​

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

ts
GetUIImageAlpha(widget: UIWidget): number

GetUIImageColor ​

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

ts
GetUIImageColor(widget: UIWidget): Vector

GetUIImageType ​

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

ts
GetUIImageType(widget: UIWidget): UIImageType

GetUIRoot ​

Returns the UI Root as a UI Widget.

ts
GetUIRoot(): UIWidget

GetUITextAlpha ​

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

ts
GetUITextAlpha(widget: UIWidget): number

GetUITextAnchor ​

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

ts
GetUITextAnchor(widget: UIWidget): UIAnchor

GetUITextColor ​

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

ts
GetUITextColor(widget: UIWidget): Vector

GetUITextSize ​

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

ts
GetUITextSize(widget: UIWidget): number

GetUIWidgetAnchor ​

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

ts
GetUIWidgetAnchor(widget: UIWidget): UIAnchor

GetUIWidgetBgAlpha ​

Returns the background alpha value of the specified UI Widget.

ts
GetUIWidgetBgAlpha(widget: UIWidget): number

GetUIWidgetBgColor ​

Returns the background color vector of the specified UI Widget.

ts
GetUIWidgetBgColor(widget: UIWidget): Vector

GetUIWidgetBgFill ​

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

ts
GetUIWidgetBgFill(widget: UIWidget): UIBgFill

GetUIWidgetDepth ​

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

ts
GetUIWidgetDepth(widget: UIWidget): UIDepth

GetUIWidgetName ​

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

ts
GetUIWidgetName(widget: UIWidget): string

GetUIWidgetPadding ​

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

ts
GetUIWidgetPadding(widget: UIWidget): number

GetUIWidgetParent ​

Returns the Parent UI Widget of the specified UI Widget.

ts
GetUIWidgetParent(widget: UIWidget): UIWidget

GetUIWidgetPosition ​

Returns the positional vector of the specified UI Widget.

ts
GetUIWidgetPosition(widget: UIWidget): Vector

GetUIWidgetSize ​

Returns the scale vector of the specified UI Widget.

ts
GetUIWidgetSize(widget: UIWidget): Vector

GetUIWidgetVisible ​

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

ts
GetUIWidgetVisible(widget: UIWidget): boolean

HasUIWidgetWithName ​

Returns a boolean indicating if the UI Widget exists.

ts
HasUIWidgetWithName(name: string, searchRoot: UIWidget): boolean

RemoveUIIcon ​

Removes a UI Icon Widget from an object.

ts
RemoveUIIcon(objectWithIcon: mod.Object): void
ts
RemoveUIIcon(objectWithIcon: mod.Object, visibility: Player | Team): void

SetUIButtonAlphaBase ​

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

ts
SetUIButtonAlphaBase(widget: UIWidget, value: number): void

SetUIButtonAlphaDisabled ​

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

ts
SetUIButtonAlphaDisabled(widget: UIWidget, value: number): void

SetUIButtonAlphaFocused ​

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

ts
SetUIButtonAlphaFocused(widget: UIWidget, value: number): void

SetUIButtonAlphaHover ​

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

ts
SetUIButtonAlphaHover(widget: UIWidget, value: number): void

SetUIButtonAlphaPressed ​

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

ts
SetUIButtonAlphaPressed(widget: UIWidget, value: number): void

SetUIButtonColorBase ​

Changes the base color of an UI Button Widget.

ts
SetUIButtonColorBase(widget: UIWidget, value: Vector): void

SetUIButtonColorDisabled ​

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

ts
SetUIButtonColorDisabled(widget: UIWidget, value: Vector): void

SetUIButtonColorFocused ​

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

ts
SetUIButtonColorFocused(widget: UIWidget, value: Vector): void

SetUIButtonColorHover ​

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

ts
SetUIButtonColorHover(widget: UIWidget, value: Vector): void

SetUIButtonColorPressed ​

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

ts
SetUIButtonColorPressed(widget: UIWidget, value: Vector): void

SetUIButtonEnabled ​

Determines if a specific UI Button Widget is enabled.

ts
SetUIButtonEnabled(widget: UIWidget, enabled: boolean): void

SetUIImageAlpha ​

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

ts
SetUIImageAlpha(widget: UIWidget, value: number): void

SetUIImageColor ​

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

ts
SetUIImageColor(widget: UIWidget, value: Vector): void

SetUIImageType ​

Changes the image of an UI Image Widget.

ts
SetUIImageType(widget: UIWidget, imageType: UIImageType): void

SetUITextAlpha ​

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

ts
SetUITextAlpha(widget: UIWidget, value: number): void

SetUITextAnchor ​

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

ts
SetUITextAnchor(widget: UIWidget, anchor: UIAnchor): void

SetUITextColor ​

Changes the font color of an UI Text Widget.

ts
SetUITextColor(widget: UIWidget, value: Vector): void

SetUITextLabel ​

Changes the message displayed by an UI Text Widget.

ts
SetUITextLabel(widget: UIWidget, message: Message): void

SetUITextSize ​

Changes the font size of an UI Text Widget.

ts
SetUITextSize(widget: UIWidget, value: number): void

SetUIWidgetAnchor ​

Changes the anchor of an UI Widget.

ts
SetUIWidgetAnchor(widget: UIWidget, anchor: UIAnchor): void

SetUIWidgetBgAlpha ​

Changes the alpha (transparency) of an UI Widget.

ts
SetUIWidgetBgAlpha(widget: UIWidget, value: number): void

SetUIWidgetBgColor ​

Changes the background color of an UI Widget.

ts
SetUIWidgetBgColor(widget: UIWidget, value: Vector): void

SetUIWidgetBgFill ​

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

ts
SetUIWidgetBgFill(widget: UIWidget, bgFill: UIBgFill): void

SetUIWidgetDepth ​

Changes the draw order of an UI Widget.

ts
SetUIWidgetDepth(widget: UIWidget, depth: UIDepth): void

SetUIWidgetName ​

Changes the name of an UI Widget.

ts
SetUIWidgetName(widget: UIWidget, name: string): void

SetUIWidgetPadding ​

Changes the padding of an UI Widget.

ts
SetUIWidgetPadding(widget: UIWidget, value: number): void

SetUIWidgetParent ​

Changes the parent of an UI Widget.

ts
SetUIWidgetParent(widget: UIWidget, parent: UIWidget): void

SetUIWidgetPosition ​

Changes the position of an UI Widget.

ts
SetUIWidgetPosition(widget: UIWidget, value: Vector): void

SetUIWidgetSize ​

Changes the size of an UI Widget.

ts
SetUIWidgetSize(widget: UIWidget, value: Vector): void

SetUIWidgetVisible ​

Determines if an UI Widget is visible or not.

ts
SetUIWidgetVisible(widget: UIWidget, visible: boolean): void

World Icons ​

Toggle

EnableWorldIconImage ​

Enables or disables showing the image of a world icon.

ts
EnableWorldIconImage(worldIcon: WorldIcon, enableImage: boolean): void

EnableWorldIconText ​

Enables or disables showing the text appearing above a world icon.

ts
EnableWorldIconText(worldIcon: WorldIcon, enableText: boolean): void

GetWorldIcon ​

Returns the WorldIcon corresponding to the provided id.

ts
GetWorldIcon(objId: number): WorldIcon

MoveObject ​

Move the Object provided, Euler rotation optional

ts
MoveObject(
  object: | Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon | BlockingSphere | Player,
  positionDelta: Vector
): void
ts
MoveObject(
  object: | Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon | BlockingSphere | Player,
  positionDelta: Vector,
  rotationDelta: Vector
): void

RotateObject ​

Rotate the Object provided using Euler angles

ts
RotateObject(
  arg0: | Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon | BlockingSphere | Player,
  rotationDelta: Vector
): void

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.

ts
SetBombWorldIconGlobalVisibility(bomb: Bomb, Enabled: boolean): void

SetObjectTransform ​

Sets the transform of the Object provided

ts
SetObjectTransform(
  object: | Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon | BlockingSphere | Player,
  transform: Transform
): void

SetObjectTransformOverTime ​

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

ts
SetObjectTransformOverTime(
  object: | Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon | BlockingSphere | Player,
  transform: Transform,
  timeInSeconds: number,
  shouldLoop: boolean,
  shouldReverse: boolean
): void

SetWorldIconColor ​

Changes the color of a world icon.

ts
SetWorldIconColor(worldIcon: WorldIcon, newColor: Vector): void

SetWorldIconImage ​

Changes the image of a world icon.

ts
SetWorldIconImage(worldIcon: WorldIcon, newImage: WorldIconImages): void

SetWorldIconOwner ​

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

ts
SetWorldIconOwner(worldIcon: WorldIcon, newTeamOwner: Team): void
ts
SetWorldIconOwner(worldIcon: WorldIcon, newPlayerOwner: Player): void

SetWorldIconPosition ​

@deprecated The method should not be used

ts
SetWorldIconPosition(worldIcon: WorldIcon, newPosition: Vector): void

SetWorldIconText ​

Changes the text appearing above a world icon.

ts
SetWorldIconText(worldIcon: WorldIcon, newText: Message): void

StopActiveMovementForObject ​

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

ts
StopActiveMovementForObject( object: | Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon | BlockingSphere | Player ): void

AI ​

Toggle

AIBattlefieldBehavior ​

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

ts
AIBattlefieldBehavior(player: Player): void

AIDefendPositionBehavior ​

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

ts
AIDefendPositionBehavior(
  player: Player,
  defendPosition: Vector,
  minDistance: number,
  maxDistance: number
): void

AIEnableShooting ​

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

ts
AIEnableShooting(player: Player): void
ts
AIEnableShooting(player: Player, enable: boolean): void

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)

ts
AIEnableTargeting(player: Player): void
ts
AIEnableTargeting(player: Player, enable: boolean): void

AIForceFire ​

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

ts
AIForceFire(player: Player, fireDuration: number): void

AIGadgetSettings ​

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

ts
AIGadgetSettings(
  player: Player,
  applyUsageCriteria: boolean,
  applyCoolDownAfterUse: boolean,
  applyInaccuracy: boolean
): void

AIIdleBehavior ​

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

ts
AIIdleBehavior(player: Player): void

AILOSMoveToBehavior ​

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

ts
AILOSMoveToBehavior(player: Player, position: Vector): void

AIMoveToBehavior ​

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

ts
AIMoveToBehavior(player: Player, position: Vector): void

AIParachuteBehavior ​

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

ts
AIParachuteBehavior(player: Player): void

AISetFocusPoint ​

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

ts
AISetFocusPoint(player: Player, point: Vector, isTarget: boolean): void

AISetMoveSpeed ​

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

ts
AISetMoveSpeed(player: Player, moveSpeed: MoveSpeed): void

AISetStance ​

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

ts
AISetStance(player: Player, stance: Stance): void

AISetTarget ​

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

ts
AISetTarget(aiPlayer: Player, targetPlayer: Player): void
ts
AISetTarget(player: Player): void

AISetUnspawnOnDead ​

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

ts
AISetUnspawnOnDead(spawner: Spawner, enableUnspawnOnDead: boolean): void

AIStartUsingGadget ​

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

ts
AIStartUsingGadget(player: Player, gadget: Gadgets, targetPos: Vector): void
ts
AIStartUsingGadget(player: Player, gadget: Gadgets, targetPlayer: Player): void

AIStopUsingGadget ​

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

ts
AIStopUsingGadget(player: Player): void

AIValidatedMoveToBehavior ​

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

ts
AIValidatedMoveToBehavior(player: Player, position: Vector): void

AIWaypointIdleBehavior ​

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

ts
AIWaypointIdleBehavior(player: Player, waypointPath: WaypointPath): void

SetAiInput ​

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

ts
SetAiInput(player: Player, input: AiInput, duration: number): void

SetAIToHumanDamageModifier ​

Sets the damage multiplier from AI players to actualy players.

ts
SetAIToHumanDamageModifier(damageMultiplier: number): void

SpawnAIFromAISpawner ​

Spawn one AI soldier from a specific AI Spawner.

ts
SpawnAIFromAISpawner(spawner: Spawner): void
ts
SpawnAIFromAISpawner(spawner: Spawner, classToSpawn: SoldierClass, name: Message): void
ts
SpawnAIFromAISpawner(spawner: Spawner, classToSpawn: SoldierClass): void
ts
SpawnAIFromAISpawner(spawner: Spawner, name: Message): void
ts
SpawnAIFromAISpawner(spawner: Spawner, team: Team): void
ts
SpawnAIFromAISpawner(spawner: Spawner, classToSpawn: SoldierClass, name: Message, team: Team): void
ts
SpawnAIFromAISpawner(spawner: Spawner, classToSpawn: SoldierClass, team: Team): void
ts
SpawnAIFromAISpawner(spawner: Spawner, name: Message, team: Team): void

UnspawnAllAIsFromAISpawner ​

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

ts
UnspawnAllAIsFromAISpawner(spawner: Spawner): void

Notifications ​

Toggle

ClearAllCustomNotificationMessages ​

Clears all custom notification slots for the given player.

ts
ClearAllCustomNotificationMessages(target: Player): void

ClearCustomNotificationMessage ​

Clears the custom notification slot associated with the given slots for the specified team or player.

ts
ClearCustomNotificationMessage(slot: CustomNotificationSlots): void
ts
ClearCustomNotificationMessage(slot: CustomNotificationSlots, target: Player): void
ts
ClearCustomNotificationMessage(slot: CustomNotificationSlots, target: Team): void

DisplayCustomNotificationMessage ​

Display a custom notification in one of the slots for the specified team or player.

ts
DisplayCustomNotificationMessage(
  msg: Message,
  slot: CustomNotificationSlots,
  duration: number
): void
ts
DisplayCustomNotificationMessage(
  msg: Message,
  slot: CustomNotificationSlots,
  duration: number,
  target: Player
): void
ts
DisplayCustomNotificationMessage(
  msg: Message,
  slot: CustomNotificationSlots,
  duration: number,
  target: Team
): void

DisplayNotificationMessage ​

Displays a notification-type Message on the top-right of the screen for 6 seconds.

ts
DisplayNotificationMessage(message: Message): void
ts
DisplayNotificationMessage(message: Message, player: Player): void
ts
DisplayNotificationMessage(message: Message, team: Team): void

Scoreboard ​

Toggle

SetScoreboardColumnNames ​

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

ts
SetScoreboardColumnNames(
  column1Name: Message,
  column2Name: Message,
  column3Name: Message,
  column4Name: Message,
  column5Name: Message
): void
ts
SetScoreboardColumnNames(
  column1Name: Message,
  column2Name: Message,
  column3Name: Message,
  column4Name: Message
): void
ts
SetScoreboardColumnNames(column1Name: Message, column2Name: Message, column3Name: Message): void
ts
SetScoreboardColumnNames(column1Name: Message, column2Name: Message): void
ts
SetScoreboardColumnNames(column1Name: Message): void

SetScoreboardColumnWidths ​

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

ts
SetScoreboardColumnWidths(
  column1Width: number,
  column2Width: number,
  column3Width: number,
  column4Width: number,
  column5Width: number
): void
ts
SetScoreboardColumnWidths(
  column1Width: number,
  column2Width: number,
  column3Width: number,
  column4Width: number
): void
ts
SetScoreboardColumnWidths(column1Width: number, column2Width: number, column3Width: number): void
ts
SetScoreboardColumnWidths(column1Width: number, column2Width: number): void
ts
SetScoreboardColumnWidths(column1Width: number): void

SetScoreboardHeader ​

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

ts
SetScoreboardHeader(team1Name: Message, team2Name: Message): void
ts
SetScoreboardHeader(headerName: Message): void

SetScoreboardPlayerValues ​

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

ts
SetScoreboardPlayerValues(
  player: Player,
  column1Value: number,
  column2Value: number,
  column3Value: number,
  column4Value: number,
  column5Value: number
): void
ts
SetScoreboardPlayerValues(
  player: Player,
  column1Value: number,
  column2Value: number,
  column3Value: number,
  column4Value: number
): void
ts
SetScoreboardPlayerValues(
  player: Player,
  column1Value: number,
  column2Value: number,
  column3Value: number
): void
ts
SetScoreboardPlayerValues(player: Player, column1Value: number, column2Value: number): void
ts
SetScoreboardPlayerValues(player: Player, column1Value: number): void

SetScoreboardSorting ​

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

ts
SetScoreboardSorting(sortingColumn: number, reverseSorting: boolean): void
ts
SetScoreboardSorting(sortingColumn: number): void

SetScoreboardType ​

Allows you to change the type of Scoreboard you want.

ts
SetScoreboardType(scoreboardType: ScoreboardType): void

Messages ​

Toggle

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.

ts
DisplayHighlightedWorldLogMessage(message: Message): void
ts
DisplayHighlightedWorldLogMessage(message: Message, player: Player): void
ts
DisplayHighlightedWorldLogMessage(message: Message, team: Team): void

Message ​

Returns a constructed message object which can be used with event game mode message, notification message, highlighted game mode message, and custom notification message. The message object is created by providing a number, player, or format string (which can take up to 3 format items).

ts
Message(
  msg: string | number | Player,
  msgArg0: string | number | Player,
  msgArg1: string | number | Player,
  msgArg2: string | number | Player
): Message
ts
Message(
  msg: string | number | Player,
  msgArg0: string | number | Player,
  msgArg1: string | number | Player
): Message
ts
Message(msg: string | number | Player, msgArg0: string | number | Player): Message
ts
Message(msg: string | number | Player): Message

SendErrorReport ​

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

ts
SendErrorReport(message: Message): void

Players ​

Toggle

AddAttachmentToWeaponPackage ​

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

ts
AddAttachmentToWeaponPackage(attachment: WeaponAttachments, weaponPackage: WeaponPackage): void

AddEquipment ​

Adds a Weapon or Gadget to a Soldier's loadout.

ts
AddEquipment(player: Player, weapon: Weapons): void
ts
AddEquipment(player: Player, gadget: Gadgets): void
ts
AddEquipment(player: Player, weapon: Weapons, weaponPackage: WeaponPackage): void
ts
AddEquipment(player: Player, arg1: Weapons, desiredInventorySlot: InventorySlots): void
ts
AddEquipment(player: Player, gadget: Gadgets, desiredInventorySlot: InventorySlots): void
ts
AddEquipment(
  player: Player,
  weapon: Weapons,
  weaponPackage: WeaponPackage,
  desiredInventorySlots: InventorySlots
): void
ts
AddEquipment(player: Player, armor: ArmorTypes): void

AllPlayers ​

Returns an array of all players within a game.

ts
AllPlayers(): Array

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.

ts
ClosestPlayerTo(vector: Vector): Player

CreateNewWeaponPackage ​

Creates and returns a new weapon package.

ts
CreateNewWeaponPackage(): WeaponPackage

DealDamage ​

Deals a provided amount of damage to a target player. Can optionally specify damage giver..

ts
DealDamage(player: Player, damageAmount: number): void
ts
DealDamage(player: Player, damageAmount: number, damageGiver: Player): void

DeployAllPlayers ​

Force spawns all players in the deploy screen.

ts
DeployAllPlayers(): void

DeployPlayer ​

Force a specific to deploy.

ts
DeployPlayer(player: Player): void

DisablePlayerJoin ​

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

ts
DisablePlayerJoin(): void

EnableAllInputRestrictions ​

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

ts
EnableAllInputRestrictions(player: Player, restrictInput: boolean): void

EnableAllPlayerDeploy ​

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

ts
EnableAllPlayerDeploy(enablePlayerDeploy: boolean): void

EnableInputRestriction ​

Enables or disables a specified Input on a target player.

ts
EnableInputRestriction(
  player: Player,
  inputRestriction: RestrictedInputs,
  restrictInput: boolean
): void

EnablePlayerDeploy ​

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

ts
EnablePlayerDeploy(player: Player, deployAllowed: boolean): void

EndGameMode ​

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

ts
EndGameMode(player: Player): void

EventDamageTypeCompare ​

Returns a boolean indicating if the victim was damaged by the provided damage type.

ts
EventDamageTypeCompare(damageType: DamageType, playerDamageTypes: PlayerDamageTypes): boolean

EventDeathTypeCompare ​

Returns a boolean indicating if the victim died by the provided death type.

ts
EventDeathTypeCompare(deathType: DeathType, playerDeathTypes: PlayerDeathTypes): boolean

EventWeaponCompare ​

Returns a boolean indicating if the given weapon unlock is equivalent to the provided ability.

ts
EventWeaponCompare(eventWeapon: WeaponUnlock, weapon: Weapons): boolean
ts
EventWeaponCompare(eventWeapon: WeaponUnlock, gadget: Gadgets): boolean

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.

ts
FarthestPlayerFrom(vector: Vector): Player
ts
FarthestPlayerFrom(vector: Vector, team: Team): Player

ForceManDown ​

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

ts
ForceManDown(player: Player): void

ForceRevive ​

Revives a target player who is in the mandown state.

ts
ForceRevive(player: Player): void

ForceSwitchInventory ​

Forces the target player to switch to the provided inventory slot.

ts
ForceSwitchInventory(player: Player, inventorySlot: InventorySlots): void

GetGameModeScore ​

Returns the current gamemode score of the provided player or team.

ts
GetGameModeScore(player: Player): number

GetInventoryAmmo ​

Returns the target player loaded ammo of the provided inventory slots.

ts
GetInventoryAmmo(player: Player, inventorySlots: InventorySlots): number

GetInventoryMagazineAmmo ​

Returns the target player magazine ammo of the provided inventory slots.

ts
GetInventoryMagazineAmmo(player: Player, inventorySlots: InventorySlots): number

GetPlayer ​

Returns the Player corresponding to the provided id.

ts
GetPlayer(objId: number): Player

GetPlayerDeaths ​

Returns the total amount of deaths for the target player.

ts
GetPlayerDeaths(player: Player): number

GetPlayerKills ​

Returns the total amount of kills for the target player.

ts
GetPlayerKills(player: Player): number

GetPlayerVehicleSeat ​

Returns the seat index number for the target player if they are in a vehicle.

ts
GetPlayerVehicleSeat(player: Player): number

GetSoldierState ​

Returns the value of the target player state.

ts
GetSoldierState(player: Player, soldierStateNumber: SoldierStateNumber): number
ts
GetSoldierState(player: Player, soldierStateBool: SoldierStateBool): boolean
ts
GetSoldierState(player: Player, soldierStateVector: SoldierStateVector): Vector

GetVehicleFromPlayer ​

Returns the vehicle used by a player.

ts
GetVehicleFromPlayer(player: Player): Vehicle

GiveBombToPlayer ​

Gives the Bomb to the chosen Player.

ts
GiveBombToPlayer(player: Player, bomb: Bomb): void

HasEquipment ​

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

ts
HasEquipment(player: Player, weapon: Weapons): boolean
ts
HasEquipment(player: Player, gadget: Gadgets): boolean

Heal ​

Instantly adds a given amount of health to the target player. Can optionally specify healing player.

ts
Heal(player: Player, healAmount: number): void
ts
Heal(player: Player, healAmount: number, giver: Player): void

IsInventorySlotActive ​

Returns true whether or not the active inventory slot of the target player is the provided inventory slots.

ts
IsInventorySlotActive(player: Player, inventorySlots: InventorySlots): boolean

IsPlayerValid ​

Returns true if the provided player is valid.

ts
IsPlayerValid(player: Player): boolean

IsSoldierClass ​

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

ts
IsSoldierClass(player: Player, soldierClass: SoldierClass): boolean

IsSquadLeader ​

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

ts
IsSquadLeader(player: Player): boolean

Kill ​

Kills a target player (skips the Mandown state).

ts
Kill(player: Player): void

LocalPositionOf ​

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

ts
LocalPositionOf(vector: Vector, player: Player): Vector

LocalVectorOf ​

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

ts
LocalVectorOf(vector: Vector, player: Player): Vector

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.

ts
RayCast(player: Player, start: Vector, stop: Vector): void

RemoveEquipment ​

Removes a Weapon or Gadget from a Soldier's loadout.

ts
RemoveEquipment(player: Player, inventorySlot: InventorySlots): void
ts
RemoveEquipment(arg0: Player, weapon: Weapons): void
ts
RemoveEquipment(arg0: Player, gadget: Gadgets): void

Resupply ​

Resupplies the target player using a provided ResupplyType.

ts
Resupply(player: Player, ressuplyType: ResupplyTypes): void

SetCameraTypeForAll ​

Sets CameraType for all players. CameraIndex optional.

ts
SetCameraTypeForAll(cameraType: Cameras): void
ts
SetCameraTypeForAll(cameraType: Cameras, cameraIndex: number): void

SetCameraTypeForPlayer ​

Sets CameraType for provided Player. CameraIndex optional.

ts
SetCameraTypeForPlayer(player: Player, cameraType: Cameras): void
ts
SetCameraTypeForPlayer(player: Player, cameraType: Cameras, cameraIndex: number): void

SetFreeCameraCollisionForPlayer ​

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

ts
SetFreeCameraCollisionForPlayer(player: Player, enabled: boolean): void

SetGameModeScore ​

Sets the gamemode score of the provided Player or Team.

ts
SetGameModeScore(player: Player, newScore: number): void
ts
SetGameModeScore(player: Player, newScore: number, gameStageType: GameStageType): void

SetInventoryAmmo ​

Sets the target player loaded ammo for the provided inventory slot.

ts
SetInventoryAmmo(player: Player, inventorySlots: InventorySlots, ammo: number): void

SetInventoryMagazineAmmo ​

Sets the target player magazine ammo for the provided inventory slot.

ts
SetInventoryMagazineAmmo(player: Player, inventorySlots: InventorySlots, magAmmo: number): void

SetPlayerBreathTime ​

Sets the breathing time for the player.

ts
SetPlayerBreathTime(player: Player, factor: number): void

SetPlayerIncomingDamageFactor ​

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

ts
SetPlayerIncomingDamageFactor(player: Player, amount: number): void

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.

ts
SetPlayerMaxHealth(player: Player, maxHealth: number): void

SetPlayerMovementSpeedMultiplier ​

Sets a player's movement speed multiplier.

ts
SetPlayerMovementSpeedMultiplier(player: Player, multiplier: number): void

SetRedeployTime ​

Overrides the time to redeploy for a target player. The redeploy time must be set to a value between 0 and 60 seconds.

ts
SetRedeployTime(player: Player, redeployTime: number): void

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

ts
SetSpectatingFiltersForPlayer(
  player: Player,
  group: SpectatingGroup,
  ownSquadOnly: boolean,
  ownTeamOnly: boolean
): void

SetThirdPersonCameraPositionForPlayer ​

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

ts
SetThirdPersonCameraPositionForPlayer(
  player: Player,
  followDistance: number,
  followHeight: number,
  shoulderOffset: number
): void

SkipManDown ​

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

ts
SkipManDown(player: Player, skipManDown: boolean): void

SpawnPlayerFromSpawnPoint ​

Force Deploy a soldier from a specific spawn point.

ts
SpawnPlayerFromSpawnPoint(player: Player, spawnPointId: number): void
ts
SpawnPlayerFromSpawnPoint(player: Player, spawnPoint: SpawnPoint): void

SpotTarget ​

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

ts
SpotTarget(targetplayer: Player, duration: number, spotStatus: SpotStatus): void
ts
SpotTarget(
  targetPlayer: Player,
  spotterPlayer: Player,
  duration: number,
  spotStatus: SpotStatus
): void
ts
SpotTarget(targetplayer: Player, spotStatus: SpotStatus): void
ts
SpotTarget(targetPlayer: Player, spotterPlayer: Player, duration: number): void
ts
SpotTarget(targetplayer: Player, duration: number): void

Teleport ​

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

ts
Teleport(player: Player, destination: Vector, orientation: number): void

UndeployAllPlayers ​

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

ts
UndeployAllPlayers(): void

UndeployPlayer ​

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

ts
UndeployPlayer(player: Player): void

WorldPositionOf ​

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

ts
WorldPositionOf(vector: Vector, player: Player): Vector

WorldVectorOf ​

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

ts
WorldVectorOf(vector: Vector, player: Player): Vector

Vehicles ​

Toggle

AllVehicles ​

Returns an array of all vehicles within a game.

ts
AllVehicles(): Array

ApplyImpulse ​

Apply impulse with given world position, direction and magnitude

ts
ApplyImpulse(vehicle: Vehicle, worldPosition: Vector, direction: Vector, magnitude: number): void

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.

ts
CompareVehicleName(vehicle: Vehicle, vehicleList: VehicleList): boolean

DealDamage ​

Deals a provided amount of damage to a target player. Can optionally specify damage giver..

ts
DealDamage(vehicle: Vehicle, damageAmount: number): void

ForceEmplacementSpawnerSpawn ​

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

ts
ForceEmplacementSpawnerSpawn(emplacementSpawner: EmplacementSpawner): void

ForcePlayerExitVehicle ​

Forces the specified player to exit the target vehicle.

ts
ForcePlayerExitVehicle(player: Player, vehicle: Vehicle): void
ts
ForcePlayerExitVehicle(vehicle: Vehicle): void
ts
ForcePlayerExitVehicle(player: Player): void

ForcePlayerToSeat ​

Forces the specified player into the target vehicle at the provided seat number. If the provided seat is -1, that player will be forced into the first available seat.

ts
ForcePlayerToSeat(player: Player, vehicle: Vehicle, seatNumber: number): void

ForceVehicleSpawnerSpawn ​

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

ts
ForceVehicleSpawnerSpawn(vehicleSpawner: VehicleSpawner): void

GetAllPlayersInVehicle ​

Returns a array of all players inside a provided vehicle

ts
GetAllPlayersInVehicle(vehicle: Vehicle): Array

GetEmplacementSpawner ​

Returns the EmplacementSpawner corresponding to the provided id.

ts
GetEmplacementSpawner(objId: number): EmplacementSpawner

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.

ts
GetPlayerFromVehicleSeat(vehicle: Vehicle, number: number): Player

GetVehicle ​

Returns the Vehicle corresponding to the provided id.

ts
GetVehicle(objId: number): Vehicle

GetVehicleSeatCount ​

Returns the number of seats in a vehicle.

ts
GetVehicleSeatCount(vehicle: Vehicle): number

GetVehicleSpawner ​

Returns the VehicleSpawner corresponding to the provided id.

ts
GetVehicleSpawner(objId: number): VehicleSpawner

GetVehicleState ​

Returns the value of the target vehicle state.

ts
GetVehicleState(vehicle: Vehicle, vehicleStateVector: VehicleStateVector): Vector

GetVehicleTeam ​

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

ts
GetVehicleTeam(vehicle: Vehicle): Team

Heal ​

Instantly adds a given amount of health to the target player. Can optionally specify healing player.

ts
Heal(vehicle: Vehicle, repairAmount: number): void

IsVehicleOccupied ​

Returns a boolean indicating if the target vehicle is a occupied by a player.

ts
IsVehicleOccupied(vehicle: Vehicle): boolean

IsVehicleSeatOccupied ​

Returns a boolean indicating if the target seat index number of target vehicle is a occupied by a player.

ts
IsVehicleSeatOccupied(vehicle: Vehicle, number: number): boolean

Kill ​

Kills a target player (skips the Mandown state).

ts
Kill(vehicle: Vehicle): void

SetAllVehiclesAllowedInSurroundingArea ​

Sets whether all vehicles are allowed in the Surrounding Area

ts
SetAllVehiclesAllowedInSurroundingArea(allowed: boolean): void

SetEmplacementSpawnerAbandonVehicleOutOfCombatArea ​

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

ts
SetEmplacementSpawnerAbandonVehicleOutOfCombatArea(
  emplacementSpawner: EmplacementSpawner,
  enabled: boolean
): void

SetEmplacementSpawnerApplyDamageToAbandonVehicle ​

Enables or disables the feature to destroy abandoned emplacements.

ts
SetEmplacementSpawnerApplyDamageToAbandonVehicle(
  emplacementSpawner: EmplacementSpawner,
  enabled: boolean
): void

SetEmplacementSpawnerAutoSpawn ​

Enables or Disables automatic emplacement respawning from the emplacement spawner.

ts
SetEmplacementSpawnerAutoSpawn(emplacementSpawner: EmplacementSpawner, enabled: boolean): void

SetEmplacementSpawnerKeepAliveAbandonRadius ​

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

ts
SetEmplacementSpawnerKeepAliveAbandonRadius(
  emplacementSpawner: EmplacementSpawner,
  keepAliveAbandonedRadius: number
): void

SetEmplacementSpawnerRespawnTime ​

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

ts
SetEmplacementSpawnerRespawnTime(emplacementSpawner: EmplacementSpawner, respawnTime: number): void

SetEmplacementSpawnerSpawnerRadius ​

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

ts
SetEmplacementSpawnerSpawnerRadius(
  emplacementSpawner: EmplacementSpawner,
  keepAliveSpawnerRadius: number
): void

SetEmplacementSpawnerTimeUntilAbandon ​

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

ts
SetEmplacementSpawnerTimeUntilAbandon(
  emplacementSpawner: EmplacementSpawner,
  timeUntilAbandon: number
): void

SetEmplacementSpawnerType ​

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

ts
SetEmplacementSpawnerType(
  emplacementSpawner: EmplacementSpawner,
  emplacementType: StationaryEmplacements
): void

SetMaxVehicleHeightLimitScale ​

Sets a multiplier on the normal map value of how high vehicles can go before their engines stop applying an upwards force.

ts
SetMaxVehicleHeightLimitScale(heightScale: number): void

SetVehicleAllowedInSurroundingArea ​

Sets whether a vehicle is allowed in the Surrounding Area

ts
SetVehicleAllowedInSurroundingArea(vehicle: VehicleList, allowed: boolean): void

SetVehicleCategoryAllowedInSurroundingArea ​

Sets whether a vehicle category is allowed in the Surrounding Area

ts
SetVehicleCategoryAllowedInSurroundingArea(
  vehicleCategory: VehicleCategories,
  allowed: boolean
): void

SetVehicleMaxHealthMultiplier ​

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

ts
SetVehicleMaxHealthMultiplier(vehicle: Vehicle, maxHealthMultiplier: number): void

SetVehicleSpawnerAbandonVehiclesOutOfCombatArea ​

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

ts
SetVehicleSpawnerAbandonVehiclesOutOfCombatArea(
  vehicleSpawner: VehicleSpawner,
  enabled: boolean
): void

SetVehicleSpawnerApplyDamageToAbandonVehicle ​

Enables or disables the feature to destroy abandoned vehicles.

ts
SetVehicleSpawnerApplyDamageToAbandonVehicle(
  vehicleSpawner: VehicleSpawner,
  enabled: boolean
): void

SetVehicleSpawnerAutoSpawn ​

Enables or Disables automatic vehicle respawning from the vehicle spawner.

ts
SetVehicleSpawnerAutoSpawn(vehicleSpawner: VehicleSpawner, enabled: boolean): void

SetVehicleSpawnerKeepAliveAbandonRadius ​

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

ts
SetVehicleSpawnerKeepAliveAbandonRadius(
  vehicleSpawner: VehicleSpawner,
  keepAliveAbandonedRadius: number
): void

SetVehicleSpawnerKeepAliveSpawnerRadius ​

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

ts
SetVehicleSpawnerKeepAliveSpawnerRadius(
  vehicleSpawner: VehicleSpawner,
  keepAliveSpawnerRadius: number
): void

SetVehicleSpawnerRespawnTime ​

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

ts
SetVehicleSpawnerRespawnTime(vehicleSpawner: VehicleSpawner, respawnTime: number): void

SetVehicleSpawnerTimeUntilAbandon ​

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

ts
SetVehicleSpawnerTimeUntilAbandon(vehicleSpawner: VehicleSpawner, timeUntilAbandon: number): void

SetVehicleSpawnerVehicleType ​

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

ts
SetVehicleSpawnerVehicleType(vehicleSpawner: VehicleSpawner, vehicleType: VehicleList): void

Teleport ​

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

ts
Teleport(vehicle: Vehicle, destination: Vector, orientation: number): void

Objects & Spatial ​

Toggle

ApplyAreaImpulseAndDamage ​

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

ts
ApplyAreaImpulseAndDamage(
  center: Vector,
  radius: number,
  impulseStrength: number,
  damageAmount: number
): void
ts
ApplyAreaImpulseAndDamage(
  center: Vector,
  radius: number,
  impulseStrength: number,
  damageAmount: number,
  impulseDirection: Vector
): void

GetGolmudTrainLocation ​

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

ts
GetGolmudTrainLocation(): Vector

GetObjectPosition ​

Returns the position vector of the provided object.

ts
GetObjectPosition(object: mod.Object): Vector

GetObjectRotation ​

Returns the rotation vector of the provided object.

ts
GetObjectRotation(object: mod.Object): Vector

GetObjectTransform ​

Returns the transform vector of the provided object.

ts
GetObjectTransform(object: mod.Object): Transform

GetObjId ​

Returns the id corresponding to the provided object.

ts
GetObjId(object: mod.Object): number

GetSpatialObject ​

Returns the spatial object corresponding to the provided id.

ts
GetSpatialObject(spatialObjectNumber: number): SpatialObject

MoveObjectOverTime ​

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

ts
MoveObjectOverTime(
  object: | Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon | BlockingSphere | Player,
  positionDelta: Vector,
  rotationDelta: Vector,
  timeInSeconds: number,
  shouldLoop: boolean,
  shouldReverse: boolean
): void

OrbitObjectOverTime ​

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

ts
OrbitObjectOverTime(
  object: | Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon | BlockingSphere | Player,
  orbitTransform: Transform,
  timeInSeconds: number,
  radius: number,
  shouldLoop: boolean,
  shouldReverse: boolean,
  clockwise: boolean
): void
ts
OrbitObjectOverTime(
  object: | Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon | BlockingSphere | Player,
  orbitTransform: Transform,
  timeInSeconds: number,
  radius: number,
  shouldLoop: boolean,
  shouldReverse: boolean,
  clockwise: boolean,
  orbitAxis: Vector
): void

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.

ts
RayCast(start: Vector, stop: Vector): void

SetThirdPersonCameraPositionForAll ​

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

ts
SetThirdPersonCameraPositionForAll(
  followDistance: number,
  followHeight: number,
  shoulderOffset: number
): void

Objectives & Map Features ​

Toggle

AllCapturePoints ​

Returns an array of all capture points within a game.

ts
AllCapturePoints(): Array

EnableAreaTrigger ​

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

ts
EnableAreaTrigger(areaTrigger: AreaTrigger, enable: boolean): void

EnableCapturePointDeploying ​

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

ts
EnableCapturePointDeploying(capturePoint: CapturePoint, enableDeploying: boolean): void

EnableGameModeObjective ​

Enables or disables the provided objective.

ts
EnableGameModeObjective(objective: CapturePoint | HQ | Sector | MCOM, enable: boolean): void

EnableHQ ​

Enables or disables a headquater.

ts
EnableHQ(hq: HQ, enable: boolean): void

EnableInteractPoint ​

Enables or disables an interact point.

ts
EnableInteractPoint(interactPoint: InteractPoint, enable: boolean): void

GetAreaTrigger ​

Returns the AreaTrigger corresponding to the provided id.

ts
GetAreaTrigger(objId: number): AreaTrigger

GetCapturePoint ​

Returns the CapturePoint corresponding to the provided id.

ts
GetCapturePoint(objId: number): CapturePoint

GetCaptureProgress ​

Returns a number from zero to one corresponding to the capture progress of the provided capture point.

ts
GetCaptureProgress(capturePoint: CapturePoint): number

GetCurrentOwnerTeam ​

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

ts
GetCurrentOwnerTeam(capturePoint: CapturePoint): Team

GetHQ ​

Returns the HQ corresponding to the provided id.

ts
GetHQ(objId: number): HQ

GetInteractPoint ​

Returns the InteractPoint corresponding to the provided id.

ts
GetInteractPoint(objId: number): InteractPoint

GetLootSpawner ​

Returns the LootSpawner corresponding to the provided id.

ts
GetLootSpawner(objId: number): LootSpawner

GetMCOM ​

Returns the MCOM corresponding to the provided id.

ts
GetMCOM(objId: number): MCOM

GetOwnerProgressTeam ​

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

ts
GetOwnerProgressTeam(capturePoint: CapturePoint): Team

GetPlayersOnPoint ​

Returns a array of all players within the boundaries of a provided capture point.

ts
GetPlayersOnPoint(capturePoint: CapturePoint): Array

GetPreviousOwnerTeam ​

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

ts
GetPreviousOwnerTeam(capturePoint: CapturePoint): Team

GetRingOfFire ​

Returns the RingOfFire corresponding to the provided id.

ts
GetRingOfFire(objId: number): RingOfFire

GetSector ​

Returns the Sector corresponding to the provided id.

ts
GetSector(objId: number): Sector

GetVL7Cloud ​

Returns the VL7Cloud corresponding to the provided id.

ts
GetVL7Cloud(objId: number): VL7Cloud

GetWaypointPath ​

Returns the WaypointPath corresponding to the provided id.

ts
GetWaypointPath(objId: number): WaypointPath

GolmudTrainSendMoveCommand ​

Sends a move instruction to the Golmud Railway train.

ts
GolmudTrainSendMoveCommand(moveCommand: GolmudTrainMoveCommands): void

RingOfFireStart ​

Signals the RingOfFire to start shrinking.

ts
RingOfFireStart(ringOfFire: RingOfFire): void

SetCapturePointCapturingTime ​

Sets the capturing time for target capture point to the provided number.

ts
SetCapturePointCapturingTime(capturePoint: CapturePoint, capturingTime: number): void

SetCapturePointNeutralizationTime ​

Sets the neutralization time for target capture point to the provided number.

ts
SetCapturePointNeutralizationTime(capturePoint: CapturePoint, neutralizationTime: number): void

SetCapturePointOwner ​

Change the team controling a capture point.

ts
SetCapturePointOwner(capturePoint: CapturePoint, team: Team): void

SetHQTeam ​

Sets a HQ to a specific Team.

ts
SetHQTeam(hq: HQ, team: Team): void

SetMaxCaptureMultiplier ​

Sets the capture time multiplier for target capture point to the provided number.

ts
SetMaxCaptureMultiplier(capturePoint: CapturePoint, multiplier: number): void

SetMCOMArmType ​

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

ts
SetMCOMArmType(mcom: MCOM, mcomarmtype: MCOMArmType): void

SetMCOMFuseTime ​

Determines the time needed by MCOM.

ts
SetMCOMFuseTime(mCOM: MCOM, fuseTime: number): void

SetMCOMOwner ​

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

ts
SetMCOMOwner(mcom: MCOM, team: Team): void

SetObjectiveUIEnabled ​

Enables the HUD UI for an objective (Capture Points and MCOMs)

ts
SetObjectiveUIEnabled(objective: CapturePoint | HQ | Sector | MCOM, enabled: boolean): void

SetRingOfFireDamageAmount ​

Sets the damage dealt by the RingOfFire to players caught.

ts
SetRingOfFireDamageAmount(ringOfFireId: RingOfFire, ringOfFireDamageAmount: number): void

SetRingOfFireStableTime ​

Sets the duration the RingOfFire remains stable before Shrinking again.

ts
SetRingOfFireStableTime(ringOfFireId: RingOfFire, ringOfFireStableTime: number): void

SetVL7CloudEffects ​

Enables or Disables any effect from a designated VL7Cloud object.

ts
SetVL7CloudEffects(
  vl7Cloud: VL7Cloud,
  screenEffect: boolean,
  soldierEffect: boolean,
  visualEffect: boolean
): void

SpawnLoot ​

Spawns a weapon or gadget at a LootSpawner.

ts
SpawnLoot(lootSpawner: LootSpawner, ammo: AmmoTypes): void
ts
SpawnLoot(lootSpawner: LootSpawner, weapon: Weapons): void
ts
SpawnLoot(lootSpawner: LootSpawner, gadget: Gadgets): void
ts
SpawnLoot(lootSpawner: LootSpawner, armor: ArmorTypes): void

Spawning ​

Toggle

ForceBombSpawn ​

Forces the bomb to spawn at the original location.

ts
ForceBombSpawn(bomb: Bomb): void

ForceBombUnspawn ​

Forces the bomb to unspawn.

ts
ForceBombUnspawn(bomb: Bomb): void

GetSpawner ​

Returns the Spawner corresponding to the provided id.

ts
GetSpawner(objId: number): Spawner

GetSpawnPoint ​

Returns the SpawnPoint corresponding to the provided id.

ts
GetSpawnPoint(objId: number): SpawnPoint

SetSpawnMode ​

Determines if players are spawned automatically or not.

ts
SetSpawnMode(spawnModes: SpawnModes): void

SetUnspawnDelayInSeconds ​

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

ts
SetUnspawnDelayInSeconds(spawner: Spawner, delay: number): void

SpawnObject ​

Spawns an object at runtime. Returns an object id if the object supports it, otherwise -1

ts
SpawnObject(
  prefabEnum: | RuntimeSpawn_Common | RuntimeSpawn_Abbasid | RuntimeSpawn_Aftermath | RuntimeSpawn_Badlands | RuntimeSpawn_Battery | RuntimeSpawn_Capstone | RuntimeSpawn_Contaminated | RuntimeSpawn_Dumbo | RuntimeSpawn_Eastwood | RuntimeSpawn_FireStorm | RuntimeSpawn_Limestone | RuntimeSpawn_Outskirts | RuntimeSpawn_Subsurface | RuntimeSpawn_Tungsten | RuntimeSpawn_Granite_Downtown | RuntimeSpawn_Granite_Marina | RuntimeSpawn_Granite_MilitaryRnD | RuntimeSpawn_Granite_MilitaryStorage | RuntimeSpawn_Granite_ResidentialNorth | RuntimeSpawn_Granite_TechCenter | RuntimeSpawn_Granite_Underground | RuntimeSpawn_Sand | RuntimeSpawn_GolmudRailway | RuntimeSpawn_Plaza | RuntimeSpawn_Isolated | RuntimeSpawn_Ocean | RuntimeSpawn_Atoll,
  position: Vector,
  rotation: Vector,
  scale: Vector
): Any
ts
SpawnObject(
  prefabEnum: | RuntimeSpawn_Common | RuntimeSpawn_Abbasid | RuntimeSpawn_Aftermath | RuntimeSpawn_Badlands | RuntimeSpawn_Battery | RuntimeSpawn_Capstone | RuntimeSpawn_Contaminated | RuntimeSpawn_Dumbo | RuntimeSpawn_Eastwood | RuntimeSpawn_FireStorm | RuntimeSpawn_Limestone | RuntimeSpawn_Outskirts | RuntimeSpawn_Subsurface | RuntimeSpawn_Tungsten | RuntimeSpawn_Granite_Downtown | RuntimeSpawn_Granite_Marina | RuntimeSpawn_Granite_MilitaryRnD | RuntimeSpawn_Granite_MilitaryStorage | RuntimeSpawn_Granite_ResidentialNorth | RuntimeSpawn_Granite_TechCenter | RuntimeSpawn_Granite_Underground | RuntimeSpawn_Sand | RuntimeSpawn_GolmudRailway | RuntimeSpawn_Plaza | RuntimeSpawn_Isolated | RuntimeSpawn_Ocean | RuntimeSpawn_Atoll,
  position: Vector,
  rotation: Vector
): Any

UnspawnAllLoot ​

Removes all existing loot from the world.

ts
UnspawnAllLoot(): void

UnspawnObject ​

Unspawn an Object spawned using SpawnObject.

ts
UnspawnObject(obj: mod.Object): void

Audio & Effects ​

Toggle

EnableScreenEffect ​

Enables or disables a player-specific screen effect.

ts
EnableScreenEffect(player: Player, screenEffect: ScreenEffects, enable: boolean): void

EnableVFX ​

Enables or disables a visual effect.

ts
EnableVFX(vfx: VFX, enable: boolean): void

GetSFX ​

Returns the SFX corresponding to the provided id.

ts
GetSFX(objId: number): SFX

GetVFX ​

Returns the VFX corresponding to the provided id.

ts
GetVFX(objId: number): VFX

GetVO ​

Returns the VO corresponding to the provided id.

ts
GetVO(objId: number): VO

LoadMusic ​

Loads a music package to then be triggered with the PlayMusic action.

ts
LoadMusic(musicPackage: MusicPackages): void

MoveVFX ​

Move a VFX to a new coordinate.

ts
MoveVFX(vfxID: VFX, position: Vector, rotation: Vector): void

PlayMusic ​

Triggers a music event.

ts
PlayMusic(musicEvent: MusicEvents): void
ts
PlayMusic(musicEvent: MusicEvents, team: Team): void
ts
PlayMusic(musicEvent: MusicEvents, squad: Squad): void
ts
PlayMusic(musicEvent: MusicEvents, player: Player): void

PlaySound ​

Plays a sound using runtime spawner tech.

ts
PlaySound(sound: SFX, amplitude: number, team: Team): void
ts
PlaySound(sound: SFX, amplitude: number, squad: Squad): void
ts
PlaySound(sound: SFX, amplitude: number, player: Player): void
ts
PlaySound(sound: SFX, amplitude: number): void
ts
PlaySound(
  sound: SFX,
  amplitude: number,
  location: Vector,
  attenuationRange: number,
  team: Team
): void
ts
PlaySound(
  sound: SFX,
  amplitude: number,
  location: Vector,
  attenuationRange: number,
  squad: Squad
): void
ts
PlaySound(
  sound: SFX,
  amplitude: number,
  location: Vector,
  attenuationRange: number,
  player: Player
): void
ts
PlaySound(sound: SFX, amplitude: number, location: Vector, attenuationRange: number): void

PlayVO ​

Plays a voice-over event clip. VO flags Hotel and India only support a few select VO events.

ts
PlayVO(voiceOver: VO, event: VoiceOverEvents2D, flag: VoiceOverFlags): void
ts
PlayVO(voiceOver: VO, event: VoiceOverEvents2D, flag: VoiceOverFlags, player: Player): void
ts
PlayVO(voiceOver: VO, event: VoiceOverEvents2D, flag: VoiceOverFlags, squad: Squad): void
ts
PlayVO(voiceOver: VO, event: VoiceOverEvents2D, flag: VoiceOverFlags, team: Team): void

SetMusicParam ​

Updates any parameters that a music package might have.

ts
SetMusicParam(musicParam: MusicParams, paramValue: number): void
ts
SetMusicParam(musicParam: MusicParams, paramValue: number, team: Team): void
ts
SetMusicParam(musicParam: MusicParams, paramValue: number, squad: Squad): void
ts
SetMusicParam(musicParam: MusicParams, paramValue: number, player: Player): void

SetSoldierEffect ​

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

ts
SetSoldierEffect(player: Player, soldierEffects: SoldierEffects, isEnabled: boolean): void

SetSoundAmplitude ​

Sets the amplitude of a given sound.

ts
SetSoundAmplitude(sound: SFX, amplitude: number, team: Team): void
ts
SetSoundAmplitude(sound: SFX, amplitude: number, squad: Squad): void
ts
SetSoundAmplitude(sound: SFX, amplitude: number, player: Player): void
ts
SetSoundAmplitude(sound: SFX, amplitude: number): void

SetVFXColor ​

Changes the color of a visual effect.

ts
SetVFXColor(vfxID: VFX, color: Vector): void

SetVFXScale ​

Changes the scale of a visual effect.

ts
SetVFXScale(vfxID: VFX, scale: number): void

SetVFXSpeed ​

Changes the speed of a visual effect.

ts
SetVFXSpeed(vfxID: VFX, speed: number): void

StopSound ​

Stops a given sound.

ts
StopSound(sound: SFX, team: Team): void
ts
StopSound(sound: SFX, squad: Squad): void
ts
StopSound(sound: SFX, player: Player): void
ts
StopSound(sound: SFX): void

UnloadMusic ​

Unloads a music package that is already loaded.

ts
UnloadMusic(musicPackage: MusicPackages): void

Teams & Squads ​

Toggle

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.

ts
ClosestPlayerTo(vector: Vector, team: Team): Player

EndGameMode ​

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

ts
EndGameMode(team: Team): void

GetGameModeScore ​

Returns the current gamemode score of the provided player or team.

ts
GetGameModeScore(team: Team): number

GetSquad ​

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

ts
GetSquad(player: Player): Squad
ts
GetSquad(teamIdNumber: number, squadIdNumber: number): Squad

GetSquadName ​

Returns a string of the name of the provided squad.

ts
GetSquadName(arg0: Squad): string

GetTeam ​

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

ts
GetTeam(player: Player): Team
ts
GetTeam(teamId: number): Team

IsFaction ​

Returns true if the provided team is using soldiers from the specified faction.

ts
IsFaction(team: Team, factions: Factions): boolean

SetBombTeam ​

Changes the Team that can pick-up the bomb.

ts
SetBombTeam(bomb: Bomb, team: Team): void

SetGameModeInitialScore ​

Sets the Initial Score for teams.

ts
SetGameModeInitialScore(team: Team, initialscore: number): void
ts
SetGameModeInitialScore(team: Team, initialscore: number, gameStageType: GameStageType): void

SetGameModeScore ​

Sets the gamemode score of the provided Player or Team.

ts
SetGameModeScore(team: Team, newScore: number): void
ts
SetGameModeScore(team: Team, newScore: number, gameStageType: GameStageType): void

SetGameModeTargetScore ​

Sets the gamemode target score used to determine victory.

ts
SetGameModeTargetScore(team: Team, newScore: number): void
ts
SetGameModeTargetScore(team: Team, newScore: number, gameStageType: GameStageType): void

SetTeam ​

Sets the target player's team.

ts
SetTeam(player: Player, team: Team): void

SwitchTeams ​

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

ts
SwitchTeams(teamA: Team, teamB: Team): void

Game Flow ​

Toggle

GetMatchTimeElapsed ​

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

ts
GetMatchTimeElapsed(): number

GetMatchTimeRemaining ​

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

ts
GetMatchTimeRemaining(): number

GetRoundTime ​

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

ts
GetRoundTime(): number

PauseGameModeTime ​

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

ts
PauseGameModeTime(pauseTimer: boolean): void

ResetGameModeTime ​

Resets the gamemode time to its starting value.

ts
ResetGameModeTime(): void

SetFriendlyFire ​

Enables of disables friendly fire.

ts
SetFriendlyFire(enableFriendlyFire: boolean): void

SetGameModeCriteria ​

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

ts
SetGameModeCriteria(criteria: ScoreCriteria): void

SetGameModeTargetScore ​

Sets the gamemode target score used to determine victory.

ts
SetGameModeTargetScore(newScore: number): void

SetGameModeTimeLimit ​

Sets the duration of the game in seconds.

ts
SetGameModeTimeLimit(newTimeLimit: number): void

SetHUDTicker ​

Sets the type of HUD ticker to use.

ts
SetHUDTicker(ticker: GameModeTicker): void

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

ts
SetSpectatingFiltersForAll(
  group: SpectatingGroup,
  ownSquadOnly: boolean,
  ownTeamOnly: boolean
): void

Arrays ​

Toggle

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.

ts
AppendToArray(array: Array, value: Any): Array

ArraySlice ​

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

ts
ArraySlice(array: Array, startIndex: number, endIndex: number): Array

CountOf ​

Returns the number of elements in the specified array.

ts
CountOf(array: Array): number

EmptyArray ​

Returns an initialized empty Array.

ts
EmptyArray(): Array

FirstOf ​

Returns the first value of the specified Array.

ts
FirstOf(array: Array): Any

LastOf ​

Returns the value at the end of the specified Array.

ts
LastOf(array: Array): Any

RandomizedArray ​

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

ts
RandomizedArray(array: Array): Array

RandomValueInArray ​

Returns a random value from the specified Array.

ts
RandomValueInArray(array: Array): Any

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.

ts
SortedArray(array: Array, index: number): Array

ValueInArray ​

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

ts
ValueInArray(array: Array, index: number): Any

Variables ​

Toggle

ChaseVariableAtRate ​

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

ts
ChaseVariableAtRate(variable: Variable, limit: number, deltaPerSecond: number): void

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.

ts
ChaseVariableOverTime(variable: Variable, limit: number, durationSeconds: number): void

GetVariable ​

Returns the value of a variable.

ts
GetVariable(variable: Variable): Any

GlobalVariable ​

Returns the variable specified by a number.

ts
GlobalVariable(variableIndex: number): Variable

ObjectVariable ​

Returns the variable specified by an object.

ts
ObjectVariable(ownerObject: mod.Object, variableIndex: number): Variable

SetVariable ​

Sets the value of a Variable.

ts
SetVariable(variable: Variable, value: Any): void

SetVariableAtIndex ​

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

ts
SetVariableAtIndex(arrayVariable: Variable, arrayIndex: number, value: Any): void

StopChasingVariable ​

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

ts
StopChasingVariable(variable: Variable): void

Math & Logic ​

Toggle

AbsoluteValue ​

Returns the unsigned value of the provided number input.

ts
AbsoluteValue(number: number): number

Add ​

Returns the sum of two numbers or two vector values.

ts
Add(number0: number, number1: number): number
ts
Add(vector0: Vector, vector1: Vector): Vector

And ​

Returns a boolean value based on whether both of the provided inputs return true.

ts
And(boolean0: boolean, boolean1: boolean): boolean

AngleBetweenVectors ​

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

ts
AngleBetweenVectors(vector0: Vector, vector1: Vector): number

AngleDifference ​

Returns the difference between two angles (in degrees).

ts
AngleDifference(number0: number, number1: number): number

ArccosineInDegrees ​

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

ts
ArccosineInDegrees(number: number): number

ArccosineInRadians ​

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

ts
ArccosineInRadians(number: number): number

ArcsineInDegrees ​

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

ts
ArcsineInDegrees(number: number): number

ArcsineInRadians ​

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

ts
ArcsineInRadians(number: number): number

ArctangentInDegrees ​

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

ts
ArctangentInDegrees(number: number): number

ArctangentInRadians ​

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

ts
ArctangentInRadians(number: number): number

BackwardVector ​

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

ts
BackwardVector(): Vector

Ceiling ​

Returns the value rounded up to the nearest integer.

ts
Ceiling(number: number): number

CosineFromDegrees ​

Returns the cosine value of a specified angle in degrees.

ts
CosineFromDegrees(number: number): number

CosineFromRadians ​

Returns the cosine value of a specified angle in radians.

ts
CosineFromRadians(number: number): number

CreateTransform ​

Creates a Transform from Position and Rotation Vectors

ts
CreateTransform(position: Vector, rotation: Vector): Transform

CreateVector ​

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

ts
CreateVector(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.

ts
CrossProduct(vector0: Vector, vector1: Vector): Vector

DegreesToRadians ​

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

ts
DegreesToRadians(number: number): number

DirectionFromAngles ​

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

ts
DirectionFromAngles(number0: number, number1: number): Vector

DirectionTowards ​

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

ts
DirectionTowards(vector0: Vector, vector1: Vector): Vector

DistanceBetween ​

Returns the distance between a starting position and ending position.

ts
DistanceBetween(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.

ts
Divide(number0: number, number1: number): number
ts
Divide(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.

ts
DotProduct(vector0: Vector, vector1: Vector): number

DownVector ​

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

ts
DownVector(): Vector

Equals ​

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

ts
Equals(left: Any, right: Any): boolean

Floor ​

Returns the value rounded down to the nearest integer.

ts
Floor(number: number): number

ForwardVector ​

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

ts
ForwardVector(): Vector

GetTransformPosition ​

Returns the position of a Transform as a Vector

ts
GetTransformPosition(transform: Transform): Vector

GetTransformRotation ​

Returns the rotation of a Transform as a Vector

ts
GetTransformRotation(transform: Transform): Vector

GreaterThan ​

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

ts
GreaterThan(number0: number, number1: number): boolean

GreaterThanEqualTo ​

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

ts
GreaterThanEqualTo(left: number, right: number): boolean

IfThenElse ​

Tertiary operator. If condition is true, return the first value. Otherwise return the second value.

ts
IfThenElse(condition: boolean, trueValue: Any, falseValue: Any): Any

LeftVector ​

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

ts
LeftVector(): Vector

LessThan ​

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

ts
LessThan(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.

ts
LessThanEqualTo(left: number, right: number): boolean

Max ​

Returns the greater of the two number values provided.

ts
Max(number0: number, number1: number): number

Modulo ​

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

ts
Modulo(number0: number, number1: number): number

Multiply ​

Returns the product of two number values or the product of a vector and number value.

ts
Multiply(number0: number, number1: number): number
ts
Multiply(vector: Vector, number: number): Vector

Normalize ​

Returns a unit-length normalization of a vector.

ts
Normalize(vector: Vector): Vector

Not ​

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

ts
Not(boolean: boolean): boolean

NotEqualTo ​

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

ts
NotEqualTo(left: Any, right: Any): boolean

Or ​

Returns a boolean based on whether either of the two inputs are true.

ts
Or(boolean0: boolean, boolean1: boolean): boolean

Pi ​

Returns the constant value 3.14159

ts
Pi(): number

RadiansToDegrees ​

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

ts
RadiansToDegrees(number: number): number

RaiseToPower ​

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

ts
RaiseToPower(number0: number, number1: number): number

RandomReal ​

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

ts
RandomReal(number0: number, number1: number): number

RightVector ​

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

ts
RightVector(): Vector

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.

ts
RoundToInteger(number: number): number

SineFromDegrees ​

Returns the sine value of a specified angle in degrees.

ts
SineFromDegrees(number: number): number

SineFromRadians ​

Returns the sine value of a specified angle in radians.

ts
SineFromRadians(number: number): number

SquareRoot ​

Returns the square root of a provided number value.

ts
SquareRoot(number: number): number

Subtract ​

Returns the difference between two number values or two vector values.

ts
Subtract(number0: number, number1: number): number
ts
Subtract(vector0: Vector, vector1: Vector): Vector

TangentFromDegrees ​

Returns the tangent value of a specified angle in degrees.

ts
TangentFromDegrees(number: number): number

TangentFromRadians ​

Returns the tangent value of a specified angle in radians.

ts
TangentFromRadians(number: number): number

UpVector ​

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

ts
UpVector(): Vector

VectorTowards ​

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

ts
VectorTowards(vector0: Vector, vector1: Vector): Vector

XComponentOf ​

Returns the 'X' component of a provided vector.

ts
XComponentOf(vector: Vector): number

Xor ​

Returns true if the provided boolean inputs return different values.

ts
Xor(boolean0: boolean, boolean1: boolean): boolean

YComponentOf ​

Returns the 'Y' component of a provided vector.

ts
YComponentOf(vector: Vector): number

ZComponentOf ​

Returns the 'Z' component of a provided vector.

ts
ZComponentOf(vector: Vector): number

Other ​

Toggle

AutoBalanceTeams ​

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

ts
AutoBalanceTeams(): void

Concat ​

Returns a string containing the concatenation of two strings.

ts
Concat(string0: string, string1: string): string

EnableWater ​

Enables the Water object.

ts
EnableWater(enabled: boolean): void

ForceBombDrop ​

Forces the bomb drop to be dropped from its carrier.

ts
ForceBombDrop(bomb: Bomb): void

ForceBombReset ​

Force resets the bomb to its initial location.

ts
ForceBombReset(bomb: Bomb): void

GetArgument ​

Get argument of subroutine at given index.

ts
GetArgument(subroutineArgIndex: number): Any

GetBlockingSphere ​

Returns the BlockingSphere corresponding to the provided id.

ts
GetBlockingSphere(objId: number): BlockingSphere

GetBlockingSphereBoolParam ​

Returns the value of the target BlockingSphere boolean parameter.

ts
GetBlockingSphereBoolParam(
  blockingSphere: BlockingSphere,
  boolParam: BlockingSphereBoolParam
): boolean

GetBlockingSphereRadius ​

Returns the radius of a BlockingSphere.

ts
GetBlockingSphereRadius(blockingSphere: BlockingSphere): number

GetBomb ​

Returns the Bomb corresponding to the provided id.

ts
GetBomb(objId: number): Bomb

GetFixedCamera ​

Returns the FixedCamera corresponding to the provided id.

ts
GetFixedCamera(objId: number): FixedCamera

GetPortalAverageFrameTime ​

Return the average Portal processing frame time

ts
GetPortalAverageFrameTime(): number

GetServerAverageFrameTime ​

Return average Server side frame time

ts
GetServerAverageFrameTime(): number

GetTargetScore ​

Returns the gamemode target score needed for victory.

ts
GetTargetScore(): number

GetWaterBeaufortScale ​

Returns the beaufort scale of the Water.

ts
GetWaterBeaufortScale(): number

GetWaterHeight ​

Returns the Water height.

ts
GetWaterHeight(): number

GetWaterIsEnabled ​

Returns a boolean value based on if water is enabled.

ts
GetWaterIsEnabled(): boolean

GetWaterWaveAmplitude ​

Returns the wave amplitude of the Water.

ts
GetWaterWaveAmplitude(): number

HasUIWidgetWithName ​

Returns a boolean indicating if the UI Widget exists.

ts
HasUIWidgetWithName(name: string): boolean

IsCurrentMap ​

Returns true if the provided map is the name of the current map.

ts
IsCurrentMap(maps: Maps): boolean

IsType ​

Returns true if the provided value is equal to the specified type.

ts
IsType(value: Any, type: Types): boolean

IsUndefined ​

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

ts
IsUndefined(value: Any): boolean

IsValid ​

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

ts
IsValid(value: Any): boolean

JsAction ​

Calls a javascript action function.

ts
JsAction(actionName: string, actionArg0: Any, actionArg1: Any): void

JsValue ​

Calls a javascript value function.

ts
JsValue(valueName: string, valueArg0: Any, valueArg1: Any): Any

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.

ts
SendPortalLogToAdmin(): void

SetAllObjectivesUIEnabled ​

Enables the HUD UI for all objectives (Capture Points and MCOMs)

ts
SetAllObjectivesUIEnabled(enabled: boolean): void

SetBlockingSphereBoolParam ​

Enables or disables different functionalities of a BlockingSphere object. This determines what happens to objects within its radius.

ts
SetBlockingSphereBoolParam(
  blockingSphere: BlockingSphere,
  parameter: BlockingSphereBoolParam,
  enabled: boolean
): void

SetBlockingSphereRadius ​

Sets the radius of a BlockingSphere. This determines the range of influence of all of its enabled functionalities.

ts
SetBlockingSphereRadius(blockingSphere: BlockingSphere, newRadius: number): void

SetBombDropFuseTime ​

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

ts
SetBombDropFuseTime(bomb: Bomb, dropfusetime: number): void

SetFreeCameraCollisionForAll ​

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

ts
SetFreeCameraCollisionForAll(enabled: boolean): void

SetWaterBeaufortScale ​

Sets the Water beaufort Scale.

ts
SetWaterBeaufortScale(beaufortscale: number): void

SetWaterLevel ​

Sets the water height.

ts
SetWaterLevel(waterlevel: number): void

SetWaterWaveAmplitude ​

Sets the Water wave amplitude.

ts
SetWaterWaveAmplitude(waveamplitude: number): void

Wait ​

ts
Wait(n: number): Promise<void>

Event Handlers ​

OnAIMoveToFailed ​

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

ts
OnAIMoveToFailed(eventPlayer: mod.Player): void

OnAIMoveToRunning ​

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

ts
OnAIMoveToRunning(eventPlayer: mod.Player): void

OnAIMoveToSucceeded ​

This will trigger when an AI Soldier reaches target location.

ts
OnAIMoveToSucceeded(eventPlayer: mod.Player): void

OnAIParachuteRunning ​

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

ts
OnAIParachuteRunning(eventPlayer: mod.Player): void

OnAIParachuteSucceeded ​

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

ts
OnAIParachuteSucceeded(eventPlayer: mod.Player): void

OnAIWaypointIdleFailed ​

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

ts
OnAIWaypointIdleFailed(eventPlayer: mod.Player): void

OnAIWaypointIdleRunning ​

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

ts
OnAIWaypointIdleRunning(eventPlayer: mod.Player): void

OnAIWaypointIdleSucceeded ​

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

ts
OnAIWaypointIdleSucceeded(eventPlayer: mod.Player): void

OnBombDropped ​

This will trigger when a player drops the bomb.

ts
OnBombDropped(eventBomb: mod.Bomb, eventPlayer: mod.Player): void

OnBombPickedUp ​

This will trigger when a player picks up a bomb.

ts
OnBombPickedUp(eventBomb: mod.Bomb, eventPlayer: mod.Player): void

OnBombStateChanged ​

This will trigger when a bomb changes state.

ts
OnBombStateChanged(eventBomb: mod.Bomb, eventBombState: mod.BombState): void

OnCapturePointCaptured ​

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

ts
OnCapturePointCaptured(eventCapturePoint: mod.CapturePoint): void

OnCapturePointCapturing ​

This will trigger when a team begins capturing a CapturePoint.

ts
OnCapturePointCapturing(eventCapturePoint: mod.CapturePoint): void

OnCapturePointLost ​

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

ts
OnCapturePointLost(eventCapturePoint: mod.CapturePoint): void

OnGameModeEnding ​

This will trigger when the gamemode ends.

ts
OnGameModeEnding(): void

OnGameModeStarted ​

This will trigger at the start of the gamemode.

ts
OnGameModeStarted(): void

OngoingAreaTrigger ​

ts
OngoingAreaTrigger(eventAreaTrigger: mod.AreaTrigger): void

OngoingBlockingSphere ​

ts
OngoingBlockingSphere(eventBlockingSphere: mod.BlockingSphere): void

OngoingBomb ​

ts
OngoingBomb(eventBomb: mod.Bomb): void

OngoingCapturePoint ​

ts
OngoingCapturePoint(eventCapturePoint: mod.CapturePoint): void

OngoingEmplacementSpawner ​

ts
OngoingEmplacementSpawner(eventEmplacementSpawner: mod.EmplacementSpawner): void

OngoingGlobal ​

ts
OngoingGlobal(): void

OngoingHQ ​

ts
OngoingHQ(eventHQ: mod.HQ): void

OngoingInteractPoint ​

ts
OngoingInteractPoint(eventInteractPoint: mod.InteractPoint): void

OngoingLootSpawner ​

ts
OngoingLootSpawner(eventLootSpawner: mod.LootSpawner): void

OngoingMCOM ​

ts
OngoingMCOM(eventMCOM: mod.MCOM): void

OngoingPlayer ​

ts
OngoingPlayer(eventPlayer: mod.Player): void

OngoingRingOfFire ​

ts
OngoingRingOfFire(eventRingOfFire: mod.RingOfFire): void

OngoingSector ​

ts
OngoingSector(eventSector: mod.Sector): void

OngoingSpawner ​

ts
OngoingSpawner(eventSpawner: mod.Spawner): void

OngoingSpawnPoint ​

ts
OngoingSpawnPoint(eventSpawnPoint: mod.SpawnPoint): void

OngoingTeam ​

ts
OngoingTeam(eventTeam: mod.Team): void

OngoingVehicle ​

ts
OngoingVehicle(eventVehicle: mod.Vehicle): void

OngoingVehicleSpawner ​

ts
OngoingVehicleSpawner(eventVehicleSpawner: mod.VehicleSpawner): void

OngoingWaypointPath ​

ts
OngoingWaypointPath(eventWaypointPath: mod.WaypointPath): void

OngoingWorldIcon ​

ts
OngoingWorldIcon(eventWorldIcon: mod.WorldIcon): void

OnGolmudTrainStopped ​

This will trigger when the Golmud train stops.

ts
OnGolmudTrainStopped(eventGolmudTrainStopReason: mod.GolmudTrainStopReason): void

OnMandown ​

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

ts
OnMandown(eventPlayer: mod.Player, eventOtherPlayer: mod.Player): void

OnMCOMArmed ​

This will trigger when a MCOM is armed.

ts
OnMCOMArmed(eventMCOM: mod.MCOM): void

OnMCOMDefused ​

This will trigger when a MCOM is defused.

ts
OnMCOMDefused(eventMCOM: mod.MCOM): void

OnMCOMDestroyed ​

This will trigger when a MCOM detonates.

ts
OnMCOMDestroyed(eventMCOM: mod.MCOM): void

OnPlayerDamaged ​

This will trigger when a Player takes damage.

ts
OnPlayerDamaged(
  eventPlayer: mod.Player,
  eventOtherPlayer: mod.Player,
  eventDamageType: mod.DamageType,
  eventWeaponUnlock: mod.WeaponUnlock
): void

OnPlayerDeployed ​

This will trigger whenever a Player deploys.

ts
OnPlayerDeployed(eventPlayer: mod.Player): void

OnPlayerDied ​

This will trigger whenever a Player dies.

ts
OnPlayerDied(
  eventPlayer: mod.Player,
  eventOtherPlayer: mod.Player,
  eventDeathType: mod.DeathType,
  eventWeaponUnlock: mod.WeaponUnlock
): void

OnPlayerEarnedKill ​

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

ts
OnPlayerEarnedKill(
  eventPlayer: mod.Player,
  eventOtherPlayer: mod.Player,
  eventDeathType: mod.DeathType,
  eventWeaponUnlock: mod.WeaponUnlock
): void

OnPlayerEarnedKillAssist ​

This will trigger when a Player earns a kill assist.

ts
OnPlayerEarnedKillAssist(eventPlayer: mod.Player, eventOtherPlayer: mod.Player): void

OnPlayerEmerged ​

This will trigger when a player emerges from water.

ts
OnPlayerEmerged(eventPlayer: mod.Player): void

OnPlayerEnterAreaTrigger ​

This will trigger when a Player enters an AreaTrigger.

ts
OnPlayerEnterAreaTrigger(eventPlayer: mod.Player, eventAreaTrigger: mod.AreaTrigger): void

OnPlayerEnterCapturePoint ​

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

ts
OnPlayerEnterCapturePoint(eventPlayer: mod.Player, eventCapturePoint: mod.CapturePoint): void

OnPlayerEnteredWater ​

This will trigger when a player enters water.

ts
OnPlayerEnteredWater(eventPlayer: mod.Player): void

OnPlayerEnterVehicle ​

This will trigger when a Player enters a Vehicle seat.

ts
OnPlayerEnterVehicle(eventPlayer: mod.Player, eventVehicle: mod.Vehicle): void

OnPlayerEnterVehicleSeat ​

This will trigger when a Player enters a Vehicle seat.

ts
OnPlayerEnterVehicleSeat(
  eventPlayer: mod.Player,
  eventVehicle: mod.Vehicle,
  eventSeat: mod.Object
): void

OnPlayerEnterVL7Cloud ​

This will trigger when a Player enters a VL7Cloud volume.

ts
OnPlayerEnterVL7Cloud(eventPlayer: mod.Player, eventVL7Cloud: mod.VL7Cloud): void

OnPlayerExitAreaTrigger ​

This will trigger when a Player exits an AreaTrigger.

ts
OnPlayerExitAreaTrigger(eventPlayer: mod.Player, eventAreaTrigger: mod.AreaTrigger): void

OnPlayerExitCapturePoint ​

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

ts
OnPlayerExitCapturePoint(eventPlayer: mod.Player, eventCapturePoint: mod.CapturePoint): void

OnPlayerExitedWater ​

This will trigger when a player exits water.

ts
OnPlayerExitedWater(eventPlayer: mod.Player): void

OnPlayerExitVehicle ​

This will trigger when a Player exits a Vehicle.

ts
OnPlayerExitVehicle(eventPlayer: mod.Player, eventVehicle: mod.Vehicle): void

OnPlayerExitVehicleSeat ​

This will trigger when a Player exits a Vehicle seat.

ts
OnPlayerExitVehicleSeat(
  eventPlayer: mod.Player,
  eventVehicle: mod.Vehicle,
  eventSeat: mod.Object
): void

OnPlayerExitVL7Cloud ​

This will trigger when a Player exits a VL7Cloud volume.

ts
OnPlayerExitVL7Cloud(eventPlayer: mod.Player, eventVL7Cloud: mod.VL7Cloud): void

OnPlayerInteract ​

This will trigger when a Player interacts with InteractPoint.

ts
OnPlayerInteract(eventPlayer: mod.Player, eventInteractPoint: mod.InteractPoint): void

OnPlayerJoinGame ​

This will trigger when a Player joins the game.

ts
OnPlayerJoinGame(eventPlayer: mod.Player): void

OnPlayerLeaveGame ​

This will trigger when any player leaves the game.

ts
OnPlayerLeaveGame(eventNumber: number): void

OnPlayerSubmerged ​

This will trigger when a player submerges in water.

ts
OnPlayerSubmerged(eventPlayer: mod.Player): void

OnPlayerSwitchTeam ​

This will trigger when a Player changes team.

ts
OnPlayerSwitchTeam(eventPlayer: mod.Player, eventTeam: mod.Team): void

OnPlayerUIButtonEvent ​

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

ts
OnPlayerUIButtonEvent(
  eventPlayer: mod.Player,
  eventUIWidget: mod.UIWidget,
  eventUIButtonEvent: mod.UIButtonEvent
): void

OnPlayerUndeploy ​

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

ts
OnPlayerUndeploy(eventPlayer: mod.Player): void

OnPortalGadgetAimStart ​

This will trigger when a Player presses the Zoom button.

ts
OnPortalGadgetAimStart(eventPlayer: mod.Player): void

OnPortalGadgetAimStop ​

This will trigger when a Player releases the Zoom button.

ts
OnPortalGadgetAimStop(eventPlayer: mod.Player): void

OnPortalGadgetFireStart ​

This will trigger when a Player presses the Fire button.

ts
OnPortalGadgetFireStart(eventPlayer: mod.Player): void

OnPortalGadgetFireStop ​

This will trigger when a Player releases the Fire button.

ts
OnPortalGadgetFireStop(eventPlayer: mod.Player): void

OnPortalGadgetLaserToggle ​

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

ts
OnPortalGadgetLaserToggle(eventPlayer: mod.Player, eventBoolean: boolean): void

OnRayCastHit ​

This will trigger when a Raycast hits a target.

ts
OnRayCastHit(eventPlayer: mod.Player, eventPoint: mod.Vector, eventNormal: mod.Vector): void

OnRayCastMissed ​

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

ts
OnRayCastMissed(eventPlayer: mod.Player): void

OnRevived ​

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

ts
OnRevived(eventPlayer: mod.Player, eventOtherPlayer: mod.Player): void

OnRingOfFireZoneSizeChange ​

This will trigger when a RingOfFire changes size.

ts
OnRingOfFireZoneSizeChange(eventRingOfFire: mod.RingOfFire, eventNumber: number): void

OnSpawnerSpawned ​

This will trigger when an AISpawner spawns an AI Soldier.

ts
OnSpawnerSpawned(eventPlayer: mod.Player, eventSpawner: mod.Spawner): void

OnTimeLimitReached ​

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

ts
OnTimeLimitReached(): void

OnVehicleDestroyed ​

This will trigger when a Vehicle is destroyed.

ts
OnVehicleDestroyed(eventVehicle: mod.Vehicle): void

OnVehicleSpawned ​

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

ts
OnVehicleSpawned(eventVehicle: mod.Vehicle): void

Types ​

SDK Object Types ​

These are opaque SDK handles. You generally only need the type name when reading function signatures.

  • AreaTrigger
  • Array
  • BlockingSphere
  • Bomb
  • CapturePoint
  • DamageType
  • DeathType
  • EmplacementSpawner
  • FixedCamera
  • HQ
  • InteractPoint
  • LootSpawner
  • MapSpecificFeature
  • MCOM
  • Message
  • Player
  • PortalEnum
  • RingOfFire
  • Sector
  • SFX
  • SpatialObject
  • Spawner
  • SpawnPoint
  • Squad
  • Team
  • Transform
  • UIWidget
  • Variable
  • Vector
  • Vehicle
  • VehicleSpawner
  • VFX
  • VL7Cloud
  • VO
  • WaypointPath
  • WeaponPackage
  • WeaponUnlock
  • WorldIcon

Type Aliases ​

Object ​

Object is a generic SDK object handle. It can refer to any of these Portal object types:

  • AreaTrigger
  • BlockingSphere
  • Bomb
  • CapturePoint
  • EmplacementSpawner
  • FixedCamera
  • HQ
  • InteractPoint
  • LootSpawner
  • MapSpecificFeature
  • MCOM
  • Player
  • RingOfFire
  • Sector
  • SFX
  • SpatialObject
  • Spawner
  • SpawnPoint
  • Team
  • Vehicle
  • VehicleSpawner
  • VFX
  • VL7Cloud
  • VO
  • WaypointPath
  • WorldIcon

Enums ​

AiInput (13 values)
ts
enum AiInput {
  Crouch,
  FireWeapon,
  Interact,
  Jump,
  Prone,
  Reload,
  SelectCharacterGadget,
  SelectOpenGadget,
  SelectPrimary,
  SelectSecondary,
  SelectThrowable,
  Sprint,
  Strafe,
}
AmmoTypes (6 values)
ts
enum AmmoTypes {
  AR_Carbine_Ammo,
  Armor_Plate,
  LMG_Ammo,
  Pistol_SMG_Ammo,
  Shotgun_Ammo,
  Sniper_DMR_Ammo,
}
ArmorTypes (3 values)
ts
enum ArmorTypes {
  CeramicArmor,
  NoArmor,
  SoftArmor,
}
BlockingSphereBoolParam (6 values)
ts
enum BlockingSphereBoolParam {
  BlockLocking,
  BlockSpotting,
  IsCloudBlockingVolume,
  JamIncomingMissiles,
  RemoveLaserPainting,
  RemoveTracerDart,
}
BombState (10 values)
ts
enum BombState {
  Carried,
  Defusing,
  Dropped,
  Inactive,
  ObjectiveCompleted,
  Planted,
  Planting,
  Resetting,
  Spawned,
  Unspawned,
}
Cameras (4 values)
ts
enum Cameras {
  FirstPerson,
  Fixed,
  Free,
  ThirdPerson,
}
CustomNotificationSlots (5 values)
ts
enum CustomNotificationSlots {
  HeaderText,
  MessageText1,
  MessageText2,
  MessageText3,
  MessageText4,
}
EnumTypes (85 values)
ts
enum EnumTypes {
  Enum_AiInput,
  Enum_AmmoTypes,
  Enum_ArmorDurability,
  Enum_ArmorTypes,
  Enum_AwarenessState,
  Enum_BlockingSphereBoolParam,
  Enum_BombState,
  Enum_Cameras,
  Enum_CustomNotificationSlots,
  Enum_EnumTypes,
  Enum_Factions,
  Enum_Gadgets,
  Enum_GameModeTicker,
  Enum_GameStageType,
  Enum_GolmudTrainMoveCommands,
  Enum_GolmudTrainStopReason,
  Enum_GolmudTrainVariants,
  Enum_InventorySlots,
  Enum_Maps,
  Enum_MCOMArmType,
  Enum_MoveSpeed,
  Enum_MusicEvents,
  Enum_MusicPackages,
  Enum_MusicParams,
  Enum_ObjectTypes,
  Enum_PlayerDamageTypes,
  Enum_PlayerDeathTypes,
  Enum_PlayerFilterTypes,
  Enum_PortalTypes,
  Enum_RestrictedInputs,
  Enum_ResupplyTypes,
  Enum_RuntimeSpawn_Abbasid,
  Enum_RuntimeSpawn_Aftermath,
  Enum_RuntimeSpawn_Atoll,
  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_Isolated,
  Enum_RuntimeSpawn_Limestone,
  Enum_RuntimeSpawn_Ocean,
  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,
}
Factions (2 values)
ts
enum Factions {
  NATO,
  PaxArmata,
}
Gadgets (63 values)
ts
enum Gadgets {
  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_EOD_Bot_Arm,
  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 (4 values)
ts
enum GameModeTicker {
  None,
  Ticker_Breakthrough,
  Ticker_Conquest,
  Ticker_TeamDM,
}
GameStageType (2 values)
ts
enum GameStageType {
  Phase,
  Round,
}
GolmudTrainMoveCommands (3 values)
ts
enum GolmudTrainMoveCommands {
  MoveEast,
  MoveWest,
  Stop,
}
GolmudTrainStopReason (3 values)
ts
enum GolmudTrainStopReason {
  ReachedEastTerminal,
  ReachedWestTerminal,
  StoppedInTransit,
}
GolmudTrainVariants (4 values)
ts
enum GolmudTrainVariants {
  MovingTrain,
  None,
  StaticTrain_Breakthrough,
  StaticTrain_Rush,
}
InventorySlots (9 values)
ts
enum InventorySlots {
  Callins,
  ClassGadget,
  GadgetOne,
  GadgetTwo,
  MeleeWeapon,
  MiscGadget,
  PrimaryWeapon,
  SecondaryWeapon,
  Throwable,
}
Maps (26 values)
ts
enum Maps {
  Abbasid,
  Aftermath,
  Atoll,
  Badlands,
  Battery,
  Capstone,
  Contaminated,
  Dumbo,
  Eastwood,
  Firestorm,
  GolmudRailway,
  Granite_ClubHouse,
  Granite_MainStreet,
  Granite_Marina,
  Granite_MilitaryRnD,
  Granite_MilitaryStorage,
  Granite_TechCampus,
  Granite_Underground,
  Isolated,
  Limestone,
  Ocean,
  Outskirts,
  Plaza,
  Sand,
  Subsurface,
  Tungsten,
}
MCOMArmType (2 values)
ts
enum MCOMArmType {
  Bomb,
  Default,
}
MoveSpeed (7 values)
ts
enum MoveSpeed {
  InvestigateRun,
  InvestigateSlowWalk,
  InvestigateWalk,
  Patrol,
  Run,
  Sprint,
  Walk,
}
MusicEvents (46 values)
ts
enum MusicEvents {
  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 (4 values)
ts
enum MusicPackages {
  BR,
  Core,
  Gauntlet,
  Radio,
}
MusicParams (14 values)
ts
enum MusicParams {
  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,
}
ObjectTypes (29 values)
ts
enum ObjectTypes {
  AreaTrigger,
  BlockingSphere,
  Bomb,
  CapturePoint,
  EmplacementSpawner,
  FixedCamera,
  HQ,
  InteractPoint,
  LootMissionObjectManager,
  LootSpawner,
  MapSpecificFeature,
  MCOM,
  Player,
  RingOfFire,
  ScreenEffect,
  Sector,
  SFX,
  SpatialObject,
  Spawner,
  SpawnPoint,
  Team,
  Vehicle,
  VehicleSpawner,
  VFX,
  VL7Cloud,
  VO,
  Water,
  WaypointPath,
  WorldIcon,
}
PlayerDamageTypes (6 values)
ts
enum PlayerDamageTypes {
  Default,
  Explosion,
  Fall,
  Fire,
  Headshot,
  Melee,
}
PlayerDeathTypes (11 values)
ts
enum PlayerDeathTypes {
  Deserting,
  Drowning,
  Explosion,
  Fall,
  Fire,
  Headshot,
  Melee,
  Penetration,
  Redeploy,
  Roadkill,
  Weapon,
}
PlayerFilterTypes (4 values)
ts
enum PlayerFilterTypes {
  None,
  Player,
  Squad,
  TeamId,
}
PortalTypes (46 values)
ts
enum PortalTypes {
  AreaTrigger,
  Array,
  BlockingSphere,
  Bomb,
  Boolean,
  CapturePoint,
  DamageType,
  DeathType,
  EmplacementSpawner,
  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,
  Water,
  WaypointPath,
  WeaponPackage,
  WeaponUnlock,
  WorldIcon,
}
RestrictedInputs (20 values)
ts
enum RestrictedInputs {
  CameraPitch,
  CameraYaw,
  Crouch,
  CycleFire,
  CyclePrimary,
  FireWeapon,
  Interact,
  Jump,
  MoveForwardBack,
  MoveLeftRight,
  Prone,
  Reload,
  SelectCharacterGadget,
  SelectMelee,
  SelectOpenGadget,
  SelectPrimary,
  SelectSecondary,
  SelectThrowable,
  Sprint,
  Zoom,
}
ResupplyTypes (3 values)
ts
enum ResupplyTypes {
  AmmoBox,
  AmmoCrate,
  SupplyBag,
}
RuntimeSpawn_Abbasid (1346 values)

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

RuntimeSpawn_Aftermath (1496 values)

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

RuntimeSpawn_Atoll (712 values)

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

RuntimeSpawn_Badlands (891 values)

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

RuntimeSpawn_Battery (1232 values)

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

RuntimeSpawn_Capstone (610 values)

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

RuntimeSpawn_Common (1468 values)

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

RuntimeSpawn_Contaminated (1346 values)

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

RuntimeSpawn_Dumbo (1499 values)

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

RuntimeSpawn_Eastwood (944 values)

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

RuntimeSpawn_FireStorm (746 values)

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

RuntimeSpawn_GolmudRailway (1189 values)

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

RuntimeSpawn_Granite_Downtown (1456 values)

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

RuntimeSpawn_Granite_Marina (1417 values)

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

RuntimeSpawn_Granite_MilitaryRnD (1064 values)

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

RuntimeSpawn_Granite_MilitaryStorage (1128 values)

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

RuntimeSpawn_Granite_ResidentialNorth (909 values)

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

RuntimeSpawn_Granite_TechCenter (834 values)

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

RuntimeSpawn_Granite_Underground (1430 values)

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

RuntimeSpawn_Isolated (876 values)

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

RuntimeSpawn_Limestone (927 values)

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

RuntimeSpawn_Ocean (2142 values)

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

RuntimeSpawn_Outskirts (842 values)

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

RuntimeSpawn_Plaza (1376 values)

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

RuntimeSpawn_Sand (1346 values)

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

RuntimeSpawn_Subsurface (980 values)

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

RuntimeSpawn_Tungsten (877 values)

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

ScoreboardType (5 values)
ts
enum ScoreboardType {
  CustomFFA,
  CustomTwoTeams,
  DefaultFFA,
  NotSet,
  Off,
}
ScoreCriteria (2 values)
ts
enum ScoreCriteria {
  HighestProgress,
  LowestProgress,
}
ScreenEffects (4 values)
ts
enum ScreenEffects {
  Night,
  Saturated,
  Stealth,
  VL7,
}
SoldierClass (4 values)
ts
enum SoldierClass {
  Assault,
  Engineer,
  Recon,
  Support,
}
SoldierEffects (3 values)
ts
enum SoldierEffects {
  FreezeStatusEffect,
  HeatStatusEffect,
  VL7Effect,
}
SoldierStateBool (23 values)
ts
enum SoldierStateBool {
  HasBomb,
  IsAISoldier,
  IsAlive,
  IsBeingRevived,
  IsCrouching,
  IsDead,
  IsDiving,
  IsFiring,
  IsInAir,
  IsInteracting,
  IsInVehicle,
  IsInWater,
  IsJumping,
  IsManDown,
  IsOnGround,
  IsParachuting,
  IsProne,
  IsReloading,
  IsReviving,
  IsSprinting,
  IsStanding,
  IsVaulting,
  IsZooming,
}
SoldierStateNumber (6 values)
ts
enum SoldierStateNumber {
  CurrentHealth,
  CurrentWeaponAmmo,
  CurrentWeaponMagazineAmmo,
  MaxHealth,
  NormalizedHealth,
  Speed,
}
SoldierStateVector (4 values)
ts
enum SoldierStateVector {
  EyePosition,
  GetFacingDirection,
  GetLinearVelocity,
  GetPosition,
}
SpawnModes (3 values)
ts
enum SpawnModes {
  AutoSpawn,
  Deploy,
  Spectating,
}
SpectatingGroup (3 values)
ts
enum SpectatingGroup {
  All,
  Squad,
  Team,
}
SpotStatus (4 values)
ts
enum SpotStatus {
  SpotInBoth,
  SpotInMinimap,
  SpotInWorld,
  Unspot,
}
Stance (3 values)
ts
enum Stance {
  Crouch,
  Prone,
  Stand,
}
StationaryEmplacements (3 values)
ts
enum StationaryEmplacements {
  BGM71TOW,
  GDF009,
  M2MG,
}
Types (128 values)
ts
enum Types {
  AreaTrigger,
  Array,
  BlockingSphere,
  Bomb,
  Boolean,
  CapturePoint,
  DamageType,
  DeathType,
  EmplacementSpawner,
  Enum_AiInput,
  Enum_AmmoTypes,
  Enum_BlockingSphereBoolParam,
  Enum_BombState,
  Enum_Cameras,
  Enum_CustomNotificationSlots,
  Enum_EnumTypes,
  Enum_Factions,
  Enum_Gadgets,
  Enum_GameModeTicker,
  Enum_GameStageType,
  Enum_GolmudTrainMoveCommands,
  Enum_GolmudTrainStopReason,
  Enum_GolmudTrainVariants,
  Enum_InventorySlots,
  Enum_Maps,
  Enum_MCOMArmType,
  Enum_MoveSpeed,
  Enum_MusicEvents,
  Enum_MusicPackages,
  Enum_MusicParams,
  Enum_ObjectTypes,
  Enum_PlayerDamageTypes,
  Enum_PlayerDeathTypes,
  Enum_PlayerFilterTypes,
  Enum_PortalTypes,
  Enum_RestrictedInputs,
  Enum_ResupplyTypes,
  Enum_RuntimeSpawn_Abbasid,
  Enum_RuntimeSpawn_Aftermath,
  Enum_RuntimeSpawn_Atoll,
  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_Isolated,
  Enum_RuntimeSpawn_Limestone,
  Enum_RuntimeSpawn_Ocean,
  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,
  Water,
  WaypointPath,
  WeaponPackage,
  WeaponUnlock,
  WorldIcon,
}
UIAnchor (9 values)
ts
enum UIAnchor {
  BottomCenter,
  BottomLeft,
  BottomRight,
  Center,
  CenterLeft,
  CenterRight,
  TopCenter,
  TopLeft,
  TopRight,
}
UIBgFill (9 values)
ts
enum UIBgFill {
  Blur,
  GradientBottom,
  GradientLeft,
  GradientRight,
  GradientTop,
  None,
  OutlineThick,
  OutlineThin,
  Solid,
}
UIButtonEvent (6 values)
ts
enum UIButtonEvent {
  ButtonDown,
  ButtonUp,
  FocusIn,
  FocusOut,
  HoverIn,
  HoverOut,
}
UIDepth (2 values)
ts
enum UIDepth {
  AboveGameUI,
  BelowGameUI,
}
UIImageType (8 values)
ts
enum UIImageType {
  CrownOutline,
  CrownSolid,
  None,
  QuestionMark,
  RifleAmmo,
  SelfHeal,
  SpawnBeacon,
  TEMP_PortalIcon,
}
VehicleCategories (7 values)
ts
enum VehicleCategories {
  Air_All,
  Air_Heli,
  Air_Plane,
  Ground_All,
  Ground_Combat,
  Ground_Transport,
  Naval_All,
}
VehicleList (32 values)
ts
enum VehicleList {
  Abrams,
  AH64,
  AH6M,
  AH6M_Pax,
  Cheetah,
  Couch,
  CV90,
  DirtBike,
  DirtBike_Pax,
  Eurocopter,
  F_74A_Seacat,
  F_74A_Seacat_Pax,
  F16,
  F22,
  FA_81F_Super_Spectre,
  FA_81F_Super_Spectre_Pax,
  Flyer60,
  Gepard,
  GolfCart,
  JAS39,
  Leopard,
  M2Bradley,
  Marauder,
  Marauder_Pax,
  Quadbike,
  RCB_90_Patrol_Boat,
  RCB_90_Patrol_Boat_Pax,
  RHIB,
  SU57,
  UH60,
  UH60_Pax,
  Vector,
}
VehicleStateVector (3 values)
ts
enum VehicleStateVector {
  FacingDirection,
  LinearVelocity,
  VehiclePosition,
}
VoiceOverEvents2D (61 values)
ts
enum VoiceOverEvents2D {
  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 (9 values)
ts
enum VoiceOverFlags {
  Alpha,
  Bravo,
  Charlie,
  Delta,
  Echo,
  Foxtrot,
  Golf,
  Hotel,
  India,
}
WeaponAttachments (371 values)
ts
enum WeaponAttachments {
  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 (61 values)
ts
enum Weapons {
  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 (16 values)
ts
enum WorldIconImages {
  Alert,
  Assist,
  Bomb,
  BombArmed,
  Cross,
  DangerPing,
  Diffuse,
  EMP,
  Explosion,
  Eye,
  FilledPing,
  Flag,
  Hazard,
  Skull,
  SquadPing,
  Triangle,
}

Modlib Functions ​

And ​

ts
And(...rest: boolean[]): boolean

AndFn ​

ts
AndFn(...rest: ConditionFunction[]): boolean

ConditionFunction

ts
type ConditionFunction = () => boolean

ClearAllCustomNotificationMessages ​

ts
ClearAllCustomNotificationMessages(target: mod.Player)

ClearCustomNotificationMessage ​

ts
ClearCustomNotificationMessage(custom: mod.CustomNotificationSlots, target?: mod.Player | mod.Team)

Concat ​

export * from './store';

ts
Concat(s1: string, s2: string)

ConvertArray ​

ts
ConvertArray(array: mod.Array): any[]

DisplayCustomNotificationMessage ​

ts
DisplayCustomNotificationMessage(
  msg: mod.Message,
  custom: mod.CustomNotificationSlots,
  duration: number,
  target?: mod.Player | mod.Team
)

Equals ​

ts
Equals(a: any, b: any)

FilteredArray ​

ts
FilteredArray(array: mod.Array, cond: (currentElement: any) => boolean): mod.Array

getCapturePointCondition ​

ts
getCapturePointCondition(obj: mod.CapturePoint, n: number)

getGlobalCondition ​

ts
getGlobalCondition(n: number)

getHQCondition ​

ts
getHQCondition(obj: mod.HQ, n: number)

getMCOMCondition ​

ts
getMCOMCondition(obj: mod.MCOM, n: number)

getPlayerCondition ​

ts
getPlayerCondition(obj: mod.Player, n: number)

getPlayerId ​

ts
getPlayerId(player: mod.Player): number

getPlayersInTeam ​

ts
getPlayersInTeam(teamObj: mod.Team)

getSectorCondition ​

ts
getSectorCondition(obj: mod.Sector, n: number)

getSimpleCondition ​

ts
getSimpleCondition()

getTeamCondition ​

ts
getTeamCondition(team: mod.Team, n: number)

getTeamId ​

ts
getTeamId(team: mod.Team): number

getVehicleCondition ​

ts
getVehicleCondition(obj: mod.Vehicle, n: number)

getVehicleSpawnerCondition ​

ts
getVehicleSpawnerCondition(obj: mod.VehicleSpawner, n: number)

IndexOfFirstTrue ​

ts
IndexOfFirstTrue(
  array: mod.Array,
  cond: (element: any, arg: any) => boolean, arg: any = null
): number

IsTrueForAll ​

ts
IsTrueForAll(array: mod.Array, condition: (element: any, arg: any) => boolean, arg: any = null)

IsTrueForAny ​

ts
IsTrueForAny(array: mod.Array, condition: (element: any, arg: any) => boolean, arg: any = null)

ParseUI ​

ts
ParseUI(...params: any[])

UIParams

ts
interface UIParams {
    name: string;
    type: string;
    position: any;
    size: any;
    anchor: mod.UIAnchor;
    parent: mod.UIWidget;
    visible: boolean;
    textLabel: string;
    textColor: UIVector;
    textAlpha: number;
    textSize: number;
    textAnchor: mod.UIAnchor;
    padding: number;
    bgColor: UIVector;
    bgAlpha: number;
    bgFill: mod.UIBgFill;
    imageType: mod.UIImageType;
    imageColor: UIVector;
    imageAlpha: number;
    teamId?: mod.Team;
    playerId?: mod.Player;
    children?: any[];
    buttonEnabled: boolean;
    buttonColorBase: UIVector;
    buttonAlphaBase: number;
    buttonColorDisabled: UIVector;
    buttonAlphaDisabled: number;
    buttonColorPressed: UIVector;
    buttonAlphaPressed: number;
    buttonColorHover: UIVector;
    buttonAlphaHover: number;
    buttonColorFocused: UIVector;
    buttonAlphaFocused: number
}

ShowEventGameModeMessage ​

ts
ShowEventGameModeMessage(event: mod.Message, target?: mod.Player | mod.Team)

ShowHighlightedGameModeMessage ​

ts
ShowHighlightedGameModeMessage(event: mod.Message, target?: mod.Player | mod.Team)

ShowNotificationMessage ​

ts
ShowNotificationMessage(msg: mod.Message, target?: mod.Player | mod.Team)

SortedArray ​

ts
SortedArray(array: any[], compare: (a: any, b: any) => number)

WaitUntil ​

Waits for a provided number of seconds or if the provided condition evaluates to true during that interval.

ts
async WaitUntil(delay: number, cond: () => boolean)

Modlib Classes ​

ConditionState ​

ts
class ConditionState {
    lastState: boolean;
    constructor();
    update(newState: boolean): boolean;
}

Source: code/modlib/index.ts

SimpleConditionState ​

ts
class SimpleConditionState {
    update(newState: boolean): boolean;
}

Source: code/modlib/index.ts

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