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

Always false for non squad leaders.

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 September 11, 2022: Add extended SelectUnlockAssets method (43f98f0a)