Player

Summary

Properties

Name Type
name string
id int
onlineId int
guid Guid
accountGuid Guid
ip string
ping int
alive bool
isSquadLeader bool
isSquadPrivate bool
hasSoldier bool
soldier SoldierEntity | nil
corpse SoldierEntity | nil
teamId TeamId
squadId SquadId
isAllowedToSpawn bool
isAllowedToSpawnOn bool
selectedKit DataContainer | nil
score int
kills int
deaths int
input EntryInput | nil
controlledEntryId int
attachedControllable ControllableEntity | nil
controlledControllable ControllableEntity | nil
customization DataContainer | nil
selectedUnlocks DataContainer{}
visualUnlocks DataContainer{}
weapons DataContainer[]
weaponUnlocks (DataContainer{})[]

Methods

Method Returns
Kick() void
Kick(reason: string) void
Ban() void
Ban(reason: string) void
BanTemporarily(seconds: int) void
BanTemporarily(seconds: int, reason: string) void
BanByName() void
BanByName(reason: string) void
BanByNameTemporarily(seconds: int) void
BanByNameTemporarily(seconds: int, reason: string) void
BanByIp() void
BanByIp(reason: string) void
BanByIpTemporarily(seconds: int) void
BanByIpTemporarily(seconds: int, reason: string) void
Spawn(spawnPoint: Entity, checkSpawnArea: bool) bool
SelectWeapon(slot: WeaponSlot, weaponUnlockAsset: DataContainer, unlockAssets: DataContainer{}) void
SelectUnlockAssets(characterCustomizationAsset: DataContainer, visualUnlockAssets: DataContainer{}) void
SelectUnlockAssets(characterCustomizationAsset: DataContainer, visualUnlockAssets: DataContainer{}, miscUnlockAssets: DataContainer{}) void
CreateSoldier(soldierBlueprint: DataContainer, transform: LinearTransform) SoldierEntity | nil
SpawnSoldierAt(soldier: SoldierEntity, transform: LinearTransform, pose: CharacterPoseType) void
SetSquadLeader(leader: bool, squadPrivate: bool) void
AttachSoldier(soldier: SoldierEntity) void
EnableInput(action: EntryInputActionEnum, enable: bool) void
Fade(fadeTime: float, fadeToBlack: bool) void
EnterVehicle(vehicle: Entity, entryId: int) void
ExitVehicle(force: bool, exitOnEntry: bool) void

Operators

Operator Rhs Returns
== Player bool

Properties

name

string

id

int

onlineId

int

guid

Guid

accountGuid

Guid

ip

string

ping

int

alive

bool

isSquadLeader

bool

isSquadPrivate

bool

hasSoldier

bool

soldier

SoldierEntity | nil

corpse

SoldierEntity | nil

teamId

TeamId

squadId

SquadId

isAllowedToSpawn

bool

Describes if this player is allowed to spawn.

isAllowedToSpawnOn

bool

Describes if other players are allowed to spawn on this player.

selectedKit

DataContainer | nil

This is the SoldierBlueprint.

score

int

kills

int

deaths

int

input

EntryInput | nil

controlledEntryId

int

attachedControllable

ControllableEntity | nil

controlledControllable

ControllableEntity | nil

customization

DataContainer | nil

The CharacterCustomizationAsset currently applied to this player's soldier.

selectedUnlocks

DataContainer{}

A table of specializations (UnlockAssetBase) this player currently has equipped.

visualUnlocks

DataContainer{}

A table of visual unlocks (UnlockAsset) this player currently has equipped.

weapons

DataContainer[]

An array of weapons (SoldierWeaponUnlockAsset) this player currently has equipped. This array can be indexed using WeaponSlot + 1. A weapon at a given slot may be nil if nothing is equipped.

weaponUnlocks

(DataContainer{})[]

An array containing tables of equipped unlocks (UnlockAssetBase) for each weapon this player has. This array can be indexed using WeaponSlot + 1. The unlocks may be nil if there is no weapon equipped at a given slot.

Methods

Kick

Kick()

Kick

Kick(reason: string)

Parameters

Name Type Description
reason string

Ban

Ban()

Ban

Ban(reason: string)

Parameters

Name Type Description
reason string

BanTemporarily

BanTemporarily(seconds: int)

Parameters

Name Type Description
seconds int

BanTemporarily

BanTemporarily(seconds: int, reason: string)

Parameters

Name Type Description
seconds int
reason string

BanByName

BanByName()

BanByName

BanByName(reason: string)

Parameters

Name Type Description
reason string

BanByNameTemporarily

BanByNameTemporarily(seconds: int)

Parameters

Name Type Description
seconds int

BanByNameTemporarily

BanByNameTemporarily(seconds: int, reason: string)

Parameters

Name Type Description
seconds int
reason string

BanByIp

BanByIp()

BanByIp

BanByIp(reason: string)

Parameters

Name Type Description
reason string

BanByIpTemporarily

BanByIpTemporarily(seconds: int)

Parameters

Name Type Description
seconds int

BanByIpTemporarily

BanByIpTemporarily(seconds: int, reason: string)

Parameters

Name Type Description
seconds int
reason string

Spawn

Spawn(spawnPoint: Entity, checkSpawnArea: bool): bool

Parameters

Name Type Description
spawnPoint Entity Expected type ServerCharacterSpawnEntity
checkSpawnArea bool

Returns

Type Description
bool

SelectWeapon

SelectWeapon(slot: WeaponSlot, weaponUnlockAsset: DataContainer, unlockAssets: DataContainer{})

Parameters

Name Type Description
slot WeaponSlot
weaponUnlockAsset DataContainer
unlockAssets DataContainer{}

SelectUnlockAssets

SelectUnlockAssets(characterCustomizationAsset: DataContainer, visualUnlockAssets: DataContainer{})

Parameters

Name Type Description
characterCustomizationAsset DataContainer
visualUnlockAssets DataContainer{}

SelectUnlockAssets

SelectUnlockAssets(characterCustomizationAsset: DataContainer, visualUnlockAssets: DataContainer{}, miscUnlockAssets: DataContainer{})

Parameters

Name Type Description
characterCustomizationAsset DataContainer
visualUnlockAssets DataContainer{}
miscUnlockAssets DataContainer{}

CreateSoldier

CreateSoldier(soldierBlueprint: DataContainer, transform: LinearTransform): SoldierEntity | nil

Parameters

Name Type Description
soldierBlueprint DataContainer
transform LinearTransform

Returns

Type Description
SoldierEntity | nil

SpawnSoldierAt

SpawnSoldierAt(soldier: SoldierEntity, transform: LinearTransform, pose: CharacterPoseType)

Parameters

Name Type Description
soldier SoldierEntity
transform LinearTransform
pose CharacterPoseType

SetSquadLeader

SetSquadLeader(leader: bool, squadPrivate: bool)

Parameters

Name Type Description
leader bool
squadPrivate bool

AttachSoldier

AttachSoldier(soldier: SoldierEntity)

Parameters

Name Type Description
soldier SoldierEntity

EnableInput

EnableInput(action: EntryInputActionEnum, enable: bool)

Parameters

Name Type Description
action EntryInputActionEnum
enable bool

Fade

Fade(fadeTime: float, fadeToBlack: bool)

Parameters

Name Type Description
fadeTime float
fadeToBlack bool

EnterVehicle

EnterVehicle(vehicle: Entity, entryId: int)

Parameters

Name Type Description
vehicle Entity
entryId int

ExitVehicle

ExitVehicle(force: bool, exitOnEntry: bool)

Parameters

Name Type Description
force bool
exitOnEntry bool

Operators

operator==

operator==(rhs: Player): bool

Parameters

Name Type Description
rhs Player

Returns

Type Description
bool
Last modified November 2, 2022: Update changelog (3df8cc11)