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
accountGuid
ip
string
ping
int
alive
bool
isSquadLeader
bool
isSquadPrivate
bool
hasSoldier
bool
soldier
SoldierEntity | nil
corpse
SoldierEntity | nil
teamId
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
A table of specializations (UnlockAssetBase) this player currently has equipped.
visualUnlocks
A table of visual unlocks (UnlockAsset) this player currently has equipped.
weapons
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 |