API Reference
SDK version: 1.3.2.0
This page is generated from the SDK's code/types/mod/index.d.ts and code/modlib/index.ts files.
Summary
| Category | Count |
|---|---|
| event handlers | 70 |
| mod functions | 390 |
| mod function overloads | 523 |
| mod types | 39 |
| mod enums | 70 |
| modlib functions | 31 |
| modlib classes | 2 |
mod Functions
UI
Toggle
AddUIButton
Creates a UI Button Widget.
AddUIButton(name: string, position: Vector, size: Vector, anchor: UIAnchor): voidAddUIButton(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
receiver: Player | Team
): voidAddUIButton(
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
): voidAddUIButton(
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
): voidAddUIButton(
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
): voidAddUIButton(
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
): voidAddUIContainer
Creates a new UI Container Widget.
AddUIContainer(name: string, position: Vector, size: Vector, anchor: UIAnchor): voidAddUIContainer(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
receiver: Player | Team
): voidAddUIContainer(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
parent: UIWidget,
visible: boolean,
padding: number,
bgColor: Vector,
bgAlpha: number,
bgFill: UIBgFill
): voidAddUIContainer(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
parent: UIWidget,
visible: boolean,
padding: number,
bgColor: Vector,
bgAlpha: number,
bgFill: UIBgFill,
receiver: Player | Team
): voidAddUIContainer(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
parent: UIWidget,
visible: boolean,
padding: number,
bgColor: Vector,
bgAlpha: number,
bgFill: UIBgFill,
depth: UIDepth
): voidAddUIContainer(
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
): voidAddUIGadgetImage
Creates a new UI Image Widget based on a Gadget.
AddUIGadgetImage(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
gadget: Gadgets,
parent: UIWidget
): voidAddUIGadgetImage(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
gadget: Gadgets,
parent: UIWidget,
visibility: Player | Team
): voidAddUIIcon
Attaches a new UI Icon Widget to an object.
AddUIIcon(
parentObject: mod.Object,
image: WorldIconImages,
verticalOffset: number,
iconColour: Vector,
iconText: Message,
visibility: Player | Team
): voidAddUIIcon(
parentObject: mod.Object,
image: WorldIconImages,
verticalOffset: number,
iconColour: Vector,
iconText: Message
): voidAddUIImage
Creates a new UI Image Widget.
AddUIImage(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
imageType: UIImageType
): voidAddUIImage(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
imageType: UIImageType,
receiver: Player | Team
): voidAddUIImage(
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
): voidAddUIImage(
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
): voidAddUIImage(
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
): voidAddUIImage(
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
): voidAddUIText
Creates a new UI Text Widget.
AddUIText(name: string, position: Vector, size: Vector, anchor: UIAnchor, message: Message): voidAddUIText(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
message: Message,
receiver: Player | Team
): voidAddUIText(
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
): voidAddUIText(
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
): voidAddUIText(
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
): voidAddUIText(
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
): voidAddUIWeaponImage
Creates a new UI Image Widget based on a Weapon and loadout.
AddUIWeaponImage(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
weapon: Weapons,
parent: UIWidget
): voidAddUIWeaponImage(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
weapon: Weapons,
parent: UIWidget,
weaponPackage: WeaponPackage
): voidAddUIWeaponImage(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
weapon: Weapons,
parent: UIWidget,
visibility: Player | Team
): voidAddUIWeaponImage(
name: string,
position: Vector,
size: Vector,
anchor: UIAnchor,
weapon: Weapons,
parent: UIWidget,
weaponPackage: WeaponPackage,
visibility: Player | Team
): voidDeleteAllUIWidgets
Deletes all UI Widgets.
DeleteAllUIWidgets(): voidDeleteUIWidget
Deletes a particular UI Widget.
DeleteUIWidget(widget: UIWidget): voidEnableUIButtonEvent
Determines if UI Button Widgets can send events.
EnableUIButtonEvent(widget: UIWidget, buttonEvent: UIButtonEvent, enabled: boolean): voidEnableUIInputMode
Determines if UI Buttons can be interacted with.
EnableUIInputMode(enabled: boolean): voidEnableUIInputMode(enabled: boolean, receiver: Player | Team): voidFindUIWidgetWithName
Returns the UI Widget matching the specified name.
FindUIWidgetWithName(name: string, searchRoot: UIWidget): UIWidgetFindUIWidgetWithName(name: string): AnyGetUIButtonAlphaBase
Returns a number representing the button base alpha of the specified UI Widget.
GetUIButtonAlphaBase(widget: UIWidget): numberGetUIButtonAlphaDisabled
Returns a number representing the button disabled alpha of the specified UI Widget.
GetUIButtonAlphaDisabled(widget: UIWidget): numberGetUIButtonAlphaFocused
Returns a number representing the button focused alpha of the specified UI Widget.
GetUIButtonAlphaFocused(widget: UIWidget): numberGetUIButtonAlphaHover
Returns a number representing the button hover alpha of the specified UI Widget.
GetUIButtonAlphaHover(widget: UIWidget): numberGetUIButtonAlphaPressed
Returns a number representing the button pressed alpha of the specified UI Widget.
GetUIButtonAlphaPressed(widget: UIWidget): numberGetUIButtonColorBase
Returns a vector representing the button base color of the specified UI Widget.
GetUIButtonColorBase(widget: UIWidget): VectorGetUIButtonColorDisabled
Returns a vector representing the button disabled color of the specified UI Widget.
GetUIButtonColorDisabled(widget: UIWidget): VectorGetUIButtonColorFocused
Returns a vector representing the button focused color of the specified UI Widget.
GetUIButtonColorFocused(widget: UIWidget): VectorGetUIButtonColorHover
Returns a vector representing the button hover color of the specified UI Widget.
GetUIButtonColorHover(widget: UIWidget): VectorGetUIButtonColorPressed
Returns a vector representing the button pressed color of the specified UI Widget.
GetUIButtonColorPressed(widget: UIWidget): VectorGetUIButtonEnabled
Returns a boolean indicating the button enabled status of the specified UI Widget.
GetUIButtonEnabled(widget: UIWidget): booleanGetUIImageAlpha
Returns a number representing the image alpha of the specified UI Widget.
GetUIImageAlpha(widget: UIWidget): numberGetUIImageColor
Returns a vector representing the image color of the specified UI Widget.
GetUIImageColor(widget: UIWidget): VectorGetUIImageType
Returns an enum value representing the image type of the specified UI Widget.
GetUIImageType(widget: UIWidget): UIImageTypeGetUIRoot
Returns the UI Root as a UI Widget.
GetUIRoot(): UIWidgetGetUITextAlpha
Returns a number representing the text alpha of the specified UI Widget.
GetUITextAlpha(widget: UIWidget): numberGetUITextAnchor
Returns an enum value representing the text anchor of the specified UI Widget.
GetUITextAnchor(widget: UIWidget): UIAnchorGetUITextColor
Returns a vector representing the text color of the specified UI Widget.
GetUITextColor(widget: UIWidget): VectorGetUITextSize
Returns a number representing the text size of the specified UI Widget.
GetUITextSize(widget: UIWidget): numberGetUIWidgetAnchor
Returns an enum value representing the anchor location of the specified UI Widget.
GetUIWidgetAnchor(widget: UIWidget): UIAnchorGetUIWidgetBgAlpha
Returns the background alpha value of the specified UI Widget.
GetUIWidgetBgAlpha(widget: UIWidget): numberGetUIWidgetBgColor
Returns the background color vector of the specified UI Widget.
GetUIWidgetBgColor(widget: UIWidget): VectorGetUIWidgetBgFill
Returns an enum value representing the background fill of the specified UI Widget.
GetUIWidgetBgFill(widget: UIWidget): UIBgFillGetUIWidgetDepth
Returns an enum value representing the depth of the specified UI Widget.
GetUIWidgetDepth(widget: UIWidget): UIDepthGetUIWidgetName
Returns a string containing the name of the specified UI Widget.
GetUIWidgetName(widget: UIWidget): stringGetUIWidgetPadding
Returns a number representing the padding value of the specified UI Widget.
GetUIWidgetPadding(widget: UIWidget): numberGetUIWidgetParent
Returns the Parent UI Widget of the specified UI Widget.
GetUIWidgetParent(widget: UIWidget): UIWidgetGetUIWidgetPosition
Returns the positional vector of the specified UI Widget.
GetUIWidgetPosition(widget: UIWidget): VectorGetUIWidgetSize
Returns the scale vector of the specified UI Widget.
GetUIWidgetSize(widget: UIWidget): VectorGetUIWidgetVisible
Returns a boolean representing the visible state of the specified UI Widget.
GetUIWidgetVisible(widget: UIWidget): booleanHasUIWidgetWithName
Returns a boolean indicating if the UI Widget exists.
HasUIWidgetWithName(name: string, searchRoot: UIWidget): booleanRemoveUIIcon
Removes a UI Icon Widget from an object.
RemoveUIIcon(objectWithIcon: mod.Object): voidRemoveUIIcon(objectWithIcon: mod.Object, visibility: Player | Team): voidSetUIButtonAlphaBase
Changes the base alpha (transparency) of an UI Button Widget.
SetUIButtonAlphaBase(widget: UIWidget, value: number): voidSetUIButtonAlphaDisabled
Changes the alpha (transparency) of an UI Button Widget when it is disabled.
SetUIButtonAlphaDisabled(widget: UIWidget, value: number): voidSetUIButtonAlphaFocused
Changes the alpha (transparency) of an UI Button Widget when it is focused.
SetUIButtonAlphaFocused(widget: UIWidget, value: number): voidSetUIButtonAlphaHover
Changes the alpha (transparency) of an UI Button Widget when it is hovered.
SetUIButtonAlphaHover(widget: UIWidget, value: number): voidSetUIButtonAlphaPressed
Changes the alpha (transparency) of an UI Button Widget when it is pressed.
SetUIButtonAlphaPressed(widget: UIWidget, value: number): voidSetUIButtonColorBase
Changes the base color of an UI Button Widget.
SetUIButtonColorBase(widget: UIWidget, value: Vector): voidSetUIButtonColorDisabled
Changes the color of an UI Button Widget when it is disabled.
SetUIButtonColorDisabled(widget: UIWidget, value: Vector): voidSetUIButtonColorFocused
Changes the color of an UI Button Widget when it is focused.
SetUIButtonColorFocused(widget: UIWidget, value: Vector): voidSetUIButtonColorHover
Changes the color of an UI Button Widget when it is hovered.
SetUIButtonColorHover(widget: UIWidget, value: Vector): voidSetUIButtonColorPressed
Changes the color of an UI Button Widget when it is pressed.
SetUIButtonColorPressed(widget: UIWidget, value: Vector): voidSetUIButtonEnabled
Determines if a specific UI Button Widget is enabled.
SetUIButtonEnabled(widget: UIWidget, enabled: boolean): voidSetUIImageAlpha
Changes the alpha (transparency) of the image of an UI Image Widget.
SetUIImageAlpha(widget: UIWidget, value: number): voidSetUIImageColor
Changes the color of the image of an UI Image Widget.
SetUIImageColor(widget: UIWidget, value: Vector): voidSetUIImageType
Changes the image of an UI Image Widget.
SetUIImageType(widget: UIWidget, imageType: UIImageType): voidSetUITextAlpha
Changes the alpha (transparency) of the text of an UI Text Widget.
SetUITextAlpha(widget: UIWidget, value: number): voidSetUITextAnchor
Changes the anchor of the text in an UI Text Widget.
SetUITextAnchor(widget: UIWidget, anchor: UIAnchor): voidSetUITextColor
Changes the font color of an UI Text Widget.
SetUITextColor(widget: UIWidget, value: Vector): voidSetUITextLabel
Changes the message displayed by an UI Text Widget.
SetUITextLabel(widget: UIWidget, message: Message): voidSetUITextSize
Changes the font size of an UI Text Widget.
SetUITextSize(widget: UIWidget, value: number): voidSetUIWidgetAnchor
Changes the anchor of an UI Widget.
SetUIWidgetAnchor(widget: UIWidget, anchor: UIAnchor): voidSetUIWidgetBgAlpha
Changes the alpha (transparency) of an UI Widget.
SetUIWidgetBgAlpha(widget: UIWidget, value: number): voidSetUIWidgetBgColor
Changes the background color of an UI Widget.
SetUIWidgetBgColor(widget: UIWidget, value: Vector): voidSetUIWidgetBgFill
Changes the way the UI Widget's background is rendered.
SetUIWidgetBgFill(widget: UIWidget, bgFill: UIBgFill): voidSetUIWidgetDepth
Changes the draw order of an UI Widget.
SetUIWidgetDepth(widget: UIWidget, depth: UIDepth): voidSetUIWidgetName
Changes the name of an UI Widget.
SetUIWidgetName(widget: UIWidget, name: string): voidSetUIWidgetPadding
Changes the padding of an UI Widget.
SetUIWidgetPadding(widget: UIWidget, value: number): voidSetUIWidgetParent
Changes the parent of an UI Widget.
SetUIWidgetParent(widget: UIWidget, parent: UIWidget): voidSetUIWidgetPosition
Changes the position of an UI Widget.
SetUIWidgetPosition(widget: UIWidget, value: Vector): voidSetUIWidgetSize
Changes the size of an UI Widget.
SetUIWidgetSize(widget: UIWidget, value: Vector): voidSetUIWidgetVisible
Determines if an UI Widget is visible or not.
SetUIWidgetVisible(widget: UIWidget, visible: boolean): voidWorld Icons
Toggle
EnableWorldIconImage
Enables or disables showing the image of a world icon.
EnableWorldIconImage(worldIcon: WorldIcon, enableImage: boolean): voidEnableWorldIconText
Enables or disables showing the text appearing above a world icon.
EnableWorldIconText(worldIcon: WorldIcon, enableText: boolean): voidGetWorldIcon
Returns the world icon object corresponding to the provided id.
GetWorldIcon(worldIconNumber: number): WorldIconSetWorldIconColor
Changes the color of a world icon.
SetWorldIconColor(worldIcon: WorldIcon, newColor: Vector): voidSetWorldIconImage
Changes the image of a world icon.
SetWorldIconImage(worldIcon: WorldIcon, newImage: WorldIconImages): voidSetWorldIconOwner
Restricts a world icon to be visible only to a specific Player or Team.
SetWorldIconOwner(worldIcon: WorldIcon, newTeamOwner: Team): voidSetWorldIconOwner(worldIcon: WorldIcon, newPlayerOwner: Player): voidSetWorldIconPosition
Changes the location of a world icon.
SetWorldIconPosition(worldIcon: WorldIcon, newPosition: Vector): voidSetWorldIconText
Changes the text appearing above a world icon.
SetWorldIconText(worldIcon: WorldIcon, newText: Message): voidAI
Toggle
AIBattlefieldBehavior
Sets a player to act independently. They will attempt to complete objectives, fire on enemy players, etc. (Only works for AI players)
AIBattlefieldBehavior(player: Player): voidAIDefendPositionBehavior
Sets a player to defend an area around a location. (Only works for AI players)
AIDefendPositionBehavior(
player: Player,
defendPosition: Vector,
minDistance: number,
maxDistance: number
): voidAIEnableShooting
Enables or disables shooting for AI. (Only works for AI players)
AIEnableShooting(player: Player): voidAIEnableShooting(player: Player, enable: boolean): voidAIEnableTargeting
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)
AIEnableTargeting(player: Player): voidAIEnableTargeting(player: Player, enable: boolean): voidAIForceFire
Forces an AI player to fire or activate whatever weapon or gadget they are holding in their hands for a length of time.
AIForceFire(player: Player, fireDuration: number): voidAIGadgetSettings
Tweak settings for a player's gadgets. (Only works for AI players)
AIGadgetSettings(
player: Player,
applyUsageCriteria: boolean,
applyCoolDownAfterUse: boolean,
applyInaccuracy: boolean
): voidAIIdleBehavior
Sets a player's current position as idle point. (Only works for AI players)
AIIdleBehavior(player: Player): voidAILOSMoveToBehavior
Sets a player to move to a location with a line of sight to a specific position. (Only works for AI players)
AILOSMoveToBehavior(player: Player, position: Vector): voidAIMoveToBehavior
Sets a player a destination to move to. (Only works for AI players)
AIMoveToBehavior(player: Player, position: Vector): voidAIParachuteBehavior
Sets a player to use parachute. (Only works for AI players)
AIParachuteBehavior(player: Player): voidAISetFocusPoint
Sets a player's focus point, possibly asking it to fire at it. (Only works for AI players)
AISetFocusPoint(player: Player, point: Vector, isTarget: boolean): voidAISetMoveSpeed
Sets a player's move speed for MoveTo Behaviors. (Only works for AI players)
AISetMoveSpeed(player: Player, moveSpeed: MoveSpeed): voidAISetStance
Sets a player's stance. (Only works for AI players)
AISetStance(player: Player, stance: Stance): voidAISetTarget
Sets player's current target. (Only works for AI players)
AISetTarget(aiPlayer: Player, targetPlayer: Player): voidAISetTarget(player: Player): voidAISetUnspawnOnDead
Use this on a spawner to determine if AI soldiers spawned will leave the game after they are killed.
AISetUnspawnOnDead(spawner: Spawner, enableUnspawnOnDead: boolean): voidAIStartUsingGadget
Gives a player the instruction to use a specific gadget on a target location or player. (Only works for AI players)
AIStartUsingGadget(player: Player, gadget: Gadgets, targetPos: Vector): voidAIStartUsingGadget(player: Player, gadget: Gadgets, targetPlayer: Player): voidAIStopUsingGadget
Clears the player's gadget instructions. (Only works for AI players)
AIStopUsingGadget(player: Player): voidAIValidatedMoveToBehavior
Sets a player to move to a valid position on navmesh near a location. (Only works for AI players)
AIValidatedMoveToBehavior(player: Player, position: Vector): voidAIWaypointIdleBehavior
Sets a player to patrol a waypoint. (Only works for AI players)
AIWaypointIdleBehavior(player: Player, waypointPath: WaypointPath): voidSetAiInput
Trigger AI bots input for the duration. Up to 3 simultaneous inputs (3 channels)
SetAiInput(player: Player, input: AiInput, duration: number): voidSetAIToHumanDamageModifier
Sets the damage multiplier from AI players to actualy players.
SetAIToHumanDamageModifier(damageMultiplier: number): voidSpawnAIFromAISpawner
Spawn one AI soldier from a specific AI Spawner.
SpawnAIFromAISpawner(spawner: Spawner): voidSpawnAIFromAISpawner(spawner: Spawner, classToSpawn: SoldierClass, name: Message): voidSpawnAIFromAISpawner(spawner: Spawner, classToSpawn: SoldierClass): voidSpawnAIFromAISpawner(spawner: Spawner, name: Message): voidSpawnAIFromAISpawner(spawner: Spawner, team: Team): voidSpawnAIFromAISpawner(spawner: Spawner, classToSpawn: SoldierClass, name: Message, team: Team): voidSpawnAIFromAISpawner(spawner: Spawner, classToSpawn: SoldierClass, team: Team): voidSpawnAIFromAISpawner(spawner: Spawner, name: Message, team: Team): voidUnspawnAllAIsFromAISpawner
Unspawns all AIs who were spawned by a specific AI Spawner.
UnspawnAllAIsFromAISpawner(spawner: Spawner): voidNotifications
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ClearAllCustomNotificationMessages
Clears all custom notification slots for the given player.
ClearAllCustomNotificationMessages(target: Player): voidClearCustomNotificationMessage
Clears the custom notification slot associated with the given slots for the specified team or player.
ClearCustomNotificationMessage(slot: CustomNotificationSlots): voidClearCustomNotificationMessage(slot: CustomNotificationSlots, target: Player): voidClearCustomNotificationMessage(slot: CustomNotificationSlots, target: Team): voidDisplayCustomNotificationMessage
Display a custom notification in one of the slots for the specified team or player.
DisplayCustomNotificationMessage(
msg: Message,
slot: CustomNotificationSlots,
duration: number
): voidDisplayCustomNotificationMessage(
msg: Message,
slot: CustomNotificationSlots,
duration: number,
target: Player
): voidDisplayCustomNotificationMessage(
msg: Message,
slot: CustomNotificationSlots,
duration: number,
target: Team
): voidDisplayNotificationMessage
Displays a notification-type Message on the top-right of the screen for 6 seconds.
DisplayNotificationMessage(message: Message): voidDisplayNotificationMessage(message: Message, player: Player): voidDisplayNotificationMessage(message: Message, team: Team): voidScoreboard
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SetScoreboardColumnNames
Sets the name displayed at the top of score of each column. Only works for custom scoreboards.
SetScoreboardColumnNames(
column1Name: Message,
column2Name: Message,
column3Name: Message,
column4Name: Message,
column5Name: Message
): voidSetScoreboardColumnNames(
column1Name: Message,
column2Name: Message,
column3Name: Message,
column4Name: Message
): voidSetScoreboardColumnNames(column1Name: Message, column2Name: Message, column3Name: Message): voidSetScoreboardColumnNames(column1Name: Message, column2Name: Message): voidSetScoreboardColumnNames(column1Name: Message): voidSetScoreboardColumnWidths
Sets the relative width of each column. Only works for custom scoreboards.
SetScoreboardColumnWidths(
column1Width: number,
column2Width: number,
column3Width: number,
column4Width: number,
column5Width: number
): voidSetScoreboardColumnWidths(
column1Width: number,
column2Width: number,
column3Width: number,
column4Width: number
): voidSetScoreboardColumnWidths(column1Width: number, column2Width: number, column3Width: number): voidSetScoreboardColumnWidths(column1Width: number, column2Width: number): voidSetScoreboardColumnWidths(column1Width: number): voidSetScoreboardHeader
Sets the name that appears in the top-left corner of the scoreboard
SetScoreboardHeader(team1Name: Message, team2Name: Message): voidSetScoreboardHeader(headerName: Message): voidSetScoreboardPlayerValues
Sets the score in up to five distinct scores for the player. Only works for custom scoreboards.
SetScoreboardPlayerValues(
player: Player,
column1Value: number,
column2Value: number,
column3Value: number,
column4Value: number,
column5Value: number
): voidSetScoreboardPlayerValues(
player: Player,
column1Value: number,
column2Value: number,
column3Value: number,
column4Value: number
): voidSetScoreboardPlayerValues(
player: Player,
column1Value: number,
column2Value: number,
column3Value: number
): voidSetScoreboardPlayerValues(player: Player, column1Value: number, column2Value: number): voidSetScoreboardPlayerValues(player: Player, column1Value: number): voidSetScoreboardSorting
Sets which column the scoreboard is sorted on. Only works for custom scoreboards.
SetScoreboardSorting(sortingColumn: number, reverseSorting: boolean): voidSetScoreboardSorting(sortingColumn: number): voidSetScoreboardType
Allows you to change the type of Scoreboard you want.
SetScoreboardType(scoreboardType: ScoreboardType): voidMessages
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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.
DisplayHighlightedWorldLogMessage(message: Message): voidDisplayHighlightedWorldLogMessage(message: Message, player: Player): voidDisplayHighlightedWorldLogMessage(message: Message, team: Team): voidMessage
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).
Message(
msg: string | number | Player,
msgArg0: string | number | Player,
msgArg1: string | number | Player,
msgArg2: string | number | Player
): MessageMessage(
msg: string | number | Player,
msgArg0: string | number | Player,
msgArg1: string | number | Player
): MessageMessage(msg: string | number | Player, msgArg0: string | number | Player): MessageMessage(msg: string | number | Player): MessageSendErrorReport
Displays a provided message as an error in the Admin menu.
SendErrorReport(message: Message): voidPlayers
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AddAttachmentToWeaponPackage
Adds an Attachment to a Weapon Package created through CreateWeaponPackage. Will replace existing Attachments of the same type
AddAttachmentToWeaponPackage(attachment: WeaponAttachments, weaponPackage: WeaponPackage): voidAddEquipment
Adds a Weapon or Gadget to a Soldier's loadout.
AddEquipment(player: Player, weapon: Weapons): voidAddEquipment(player: Player, gadget: Gadgets): voidAddEquipment(player: Player, weapon: Weapons, weaponPackage: WeaponPackage): voidAddEquipment(player: Player, arg1: Weapons, desiredInventorySlot: InventorySlots): voidAddEquipment(player: Player, gadget: Gadgets, desiredInventorySlot: InventorySlots): voidAddEquipment(
player: Player,
weapon: Weapons,
weaponPackage: WeaponPackage,
desiredInventorySlots: InventorySlots
): voidAddEquipment(player: Player, armor: ArmorTypes): voidAllPlayers
Returns an array of all players within a game.
AllPlayers(): ArrayClosestPlayerTo
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.
ClosestPlayerTo(vector: Vector): PlayerCreateNewWeaponPackage
Creates and returns a new weapon package.
CreateNewWeaponPackage(): WeaponPackageDealDamage
Deals a provided amount of damage to a target player. Can optionally specify damage giver..
DealDamage(player: Player, damageAmount: number): voidDealDamage(player: Player, damageAmount: number, damageGiver: Player): voidDeployAllPlayers
Force spawns all players in the deploy screen.
DeployAllPlayers(): voidDeployPlayer
Force a specific to deploy.
DeployPlayer(player: Player): voidDisablePlayerJoin
Using this command prevents anyone from joining this server. There is no way to undo this at the time.
DisablePlayerJoin(): voidEnableAllInputRestrictions
Enables or disables all keyboard and mouse inputs - such as movement, firing, and turning - for a target player.
EnableAllInputRestrictions(player: Player, restrictInput: boolean): voidEnableAllPlayerDeploy
Enables or disables spawning from the deploy screen for all players.
EnableAllPlayerDeploy(enablePlayerDeploy: boolean): voidEnableInputRestriction
Enables or disables a specified Input on a target player.
EnableInputRestriction(
player: Player,
inputRestriction: RestrictedInputs,
restrictInput: boolean
): voidEnablePlayerDeploy
Enables or disables the ability for a target player to deploy.
EnablePlayerDeploy(player: Player, deployAllowed: boolean): voidEndGameMode
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.
EndGameMode(player: Player): voidEventDamageTypeCompare
Returns a boolean indicating if the victim was damaged by the provided damage type.
EventDamageTypeCompare(damageType: DamageType, playerDamageTypes: PlayerDamageTypes): booleanEventDeathTypeCompare
Returns a boolean indicating if the victim died by the provided death type.
EventDeathTypeCompare(deathType: DeathType, playerDeathTypes: PlayerDeathTypes): booleanEventWeaponCompare
Returns a boolean indicating if the given weapon unlock is equivalent to the provided ability.
EventWeaponCompare(eventWeapon: WeaponUnlock, weapon: Weapons): booleanEventWeaponCompare(eventWeapon: WeaponUnlock, gadget: Gadgets): booleanFarthestPlayerFrom
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.
FarthestPlayerFrom(vector: Vector): PlayerFarthestPlayerFrom(vector: Vector, team: Team): PlayerForceManDown
Puts the target player into the mandown state (unless mandown is disabled).
ForceManDown(player: Player): voidForceRevive
Revives a target player who is in the mandown state.
ForceRevive(player: Player): voidForceSwitchInventory
Forces the target player to switch to the provided inventory slot.
ForceSwitchInventory(player: Player, inventorySlot: InventorySlots): voidGetGameModeScore
Returns the current gamemode score of the provided player or team.
GetGameModeScore(player: Player): numberGetInventoryAmmo
Returns the target player loaded ammo of the provided inventory slots.
GetInventoryAmmo(player: Player, inventorySlots: InventorySlots): numberGetInventoryMagazineAmmo
Returns the target player magazine ammo of the provided inventory slots.
GetInventoryMagazineAmmo(player: Player, inventorySlots: InventorySlots): numberGetPlayerDeaths
Returns the total amount of deaths for the target player.
GetPlayerDeaths(player: Player): numberGetPlayerKills
Returns the total amount of kills for the target player.
GetPlayerKills(player: Player): numberGetPlayerVehicleSeat
Returns the seat index number for the target player if they are in a vehicle, otherwise returns -1.
GetPlayerVehicleSeat(player: Player): numberGetSoldierState
Returns the value of the target player state.
GetSoldierState(player: Player, soldierStateNumber: SoldierStateNumber): numberGetSoldierState(player: Player, soldierStateBool: SoldierStateBool): booleanGetSoldierState(player: Player, soldierStateVector: SoldierStateVector): VectorGetVehicleFromPlayer
Returns the vehicle used by a player.
GetVehicleFromPlayer(player: Player): VehicleHasEquipment
Returns a boolean indicating if the provided player has the specified ability.
HasEquipment(player: Player, weapon: Weapons): booleanHasEquipment(player: Player, gadget: Gadgets): booleanHeal
Instantly adds a given amount of health to the target player. Can optionally specify healing player.
Heal(player: Player, healAmount: number): voidHeal(player: Player, healAmount: number, giver: Player): voidIsInventorySlotActive
Returns true whether or not the active inventory slot of the target player is the provided inventory slots.
IsInventorySlotActive(player: Player, inventorySlots: InventorySlots): booleanIsPlayerValid
Returns true if the provided player is valid.
IsPlayerValid(player: Player): booleanIsSoldierClass
Returns true if the provided player is using the specified class.
IsSoldierClass(player: Player, soldierClass: SoldierClass): booleanIsSquadLeader
Returns a boolean checking to see if provided player is the leader of their squad.
IsSquadLeader(player: Player): booleanKill
Kills a target player (skips the Mandown state).
Kill(player: Player): voidLocalPositionOf
Converts the provided world position to the corresponding position in local player space.
LocalPositionOf(vector: Vector, player: Player): VectorLocalVectorOf
Converts the provided world vector to the corresponding vector in local player space.
LocalVectorOf(vector: Vector, player: Player): VectorRayCast
Request the system to evaluate if a straight line between two points is interupted or not. Use OnRayCastHit and OnRayCastMissed to read the result.
RayCast(player: Player, start: Vector, stop: Vector): voidRemoveEquipment
Removes a Weapon or Gadget from a Soldier's loadout.
RemoveEquipment(player: Player, inventorySlot: InventorySlots): voidRemoveEquipment(arg0: Player, weapon: Weapons): voidRemoveEquipment(arg0: Player, gadget: Gadgets): voidResupply
Resupplies the target player using a provided ResupplyType.
Resupply(player: Player, ressuplyType: ResupplyTypes): voidSetCameraTypeForAll
Sets CameraType for all players. CameraIndex optional.
SetCameraTypeForAll(cameraType: Cameras): voidSetCameraTypeForAll(cameraType: Cameras, cameraIndex: number): voidSetCameraTypeForPlayer
Sets CameraType for provided Player. CameraIndex optional.
SetCameraTypeForPlayer(player: Player, cameraType: Cameras): voidSetCameraTypeForPlayer(player: Player, cameraType: Cameras, cameraIndex: number): voidSetGameModeScore
Sets the gamemode score of the provided Player or Team.
SetGameModeScore(player: Player, newScore: number): voidSetInventoryAmmo
Sets the target player loaded ammo for the provided inventory slot.
SetInventoryAmmo(player: Player, inventorySlots: InventorySlots, ammo: number): voidSetInventoryMagazineAmmo
Sets the target player magazine ammo for the provided inventory slot.
SetInventoryMagazineAmmo(player: Player, inventorySlots: InventorySlots, magAmmo: number): voidSetPlayerIncomingDamageFactor
Sets damage taken factor on player (Will be rounded to the nearest 5%). The value will be clamped between 0 - 200%.
SetPlayerIncomingDamageFactor(player: Player, amount: number): voidSetPlayerMaxHealth
Sets the max health of a target player from 1 to 500. The value will be multiplied by the target's max health multiplier.
SetPlayerMaxHealth(player: Player, maxHealth: number): voidSetPlayerMovementSpeedMultiplier
Sets a player's movement speed multiplier.
SetPlayerMovementSpeedMultiplier(player: Player, multiplier: number): voidSetRedeployTime
Overrides the time to redeploy for a target player. The redeploy time must be set to a value between 0 and 60 seconds.
SetRedeployTime(player: Player, redeployTime: number): voidSetSpectatingFiltersForPlayer
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
SetSpectatingFiltersForPlayer(
player: Player,
group: SpectatingGroup,
ownSquadOnly: boolean,
ownTeamOnly: boolean
): voidSkipManDown
Sets the target player to skip the mandown state and go directly to the deploy screen when killed.
SkipManDown(player: Player, skipManDown: boolean): voidSpawnPlayerFromSpawnPoint
Force Deploy a soldier from a specific spawn point.
SpawnPlayerFromSpawnPoint(player: Player, spawnPointId: number): voidSpawnPlayerFromSpawnPoint(player: Player, spawnPoint: SpawnPoint): voidSpotTarget
Spots a target Player for all players for a specified duration of time (in seconds).
SpotTarget(targetplayer: Player, duration: number, spotStatus: SpotStatus): voidSpotTarget(
targetPlayer: Player,
spotterPlayer: Player,
duration: number,
spotStatus: SpotStatus
): voidSpotTarget(targetplayer: Player, spotStatus: SpotStatus): voidSpotTarget(targetPlayer: Player, spotterPlayer: Player, duration: number): voidSpotTarget(targetplayer: Player, duration: number): voidTeleport
Teleports a target to a provided valid position facing a specified angle (in radians).
Teleport(player: Player, destination: Vector, orientation: number): voidUndeployAllPlayers
Undeploys all players that are alive on the battlefield back to the deploy screen.
UndeployAllPlayers(): voidUndeployPlayer
Undeploys a target player that is alive on the battlefield back to the deploy screen.
UndeployPlayer(player: Player): voidWorldPositionOf
Converts the provided local player position to the corresponding position in the world space.
WorldPositionOf(vector: Vector, player: Player): VectorWorldVectorOf
Converts the provided local player vector to the corresponding vector in the world space.
WorldVectorOf(vector: Vector, player: Player): VectorVehicles
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AllVehicles
Returns an array of all vehicles within a game.
AllVehicles(): ArrayCompareVehicleName
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.
CompareVehicleName(vehicle: Vehicle, vehicleList: VehicleList): booleanDealDamage
Deals a provided amount of damage to a target player. Can optionally specify damage giver..
DealDamage(vehicle: Vehicle, damageAmount: number): voidForceEmplacementSpawnerSpawn
Cause an emplacement spawner to spawn an emplacement of the type it is currently set to.
ForceEmplacementSpawnerSpawn(emplacementSpawner: EmplacementSpawner): voidForcePlayerExitVehicle
Forces the specified player to exit the target vehicle.
ForcePlayerExitVehicle(player: Player, vehicle: Vehicle): voidForcePlayerExitVehicle(vehicle: Vehicle): voidForcePlayerExitVehicle(player: Player): voidForcePlayerToSeat
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.
ForcePlayerToSeat(player: Player, vehicle: Vehicle, seatNumber: number): voidForceVehicleSpawnerSpawn
Cause a vehicle spawner to spawn one vehicle of the type it is currently set to.
ForceVehicleSpawnerSpawn(vehicleSpawner: VehicleSpawner): voidGetAllPlayersInVehicle
Returns a array of all players inside a provided vehicle
GetAllPlayersInVehicle(vehicle: Vehicle): ArrayGetEmplacementSpawner
Returns the emplacement spawner object corresponding to the provided id.
GetEmplacementSpawner(number: number): EmplacementSpawnerGetPlayerFromVehicleSeat
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.
GetPlayerFromVehicleSeat(vehicle: Vehicle, number: number): PlayerGetVehicleSeatCount
Returns the number of seats in a vehicle.
GetVehicleSeatCount(vehicle: Vehicle): numberGetVehicleSpawner
Returns the vehicle spawner object corresponding to the provided id.
GetVehicleSpawner(number: number): VehicleSpawnerGetVehicleState
Returns the value of the target vehicle state.
GetVehicleState(vehicle: Vehicle, vehicleStateVector: VehicleStateVector): VectorGetVehicleTeam
Returns the team of the provided vehicle. Note: A vehicle that is not occupied will have a neutral team.
GetVehicleTeam(vehicle: Vehicle): TeamHeal
Instantly adds a given amount of health to the target player. Can optionally specify healing player.
Heal(vehicle: Vehicle, repairAmount: number): voidIsVehicleOccupied
Returns a boolean indicating if the target vehicle is a occupied by a player.
IsVehicleOccupied(vehicle: Vehicle): booleanIsVehicleSeatOccupied
Returns a boolean indicating if the target seat index number of target vehicle is a occupied by a player.
IsVehicleSeatOccupied(vehicle: Vehicle, number: number): booleanKill
Kills a target player (skips the Mandown state).
Kill(vehicle: Vehicle): voidSetAllVehiclesAllowedInSurroundingArea
Sets whether all vehicles are allowed in the Surrounding Area
SetAllVehiclesAllowedInSurroundingArea(allowed: boolean): voidSetEmplacementSpawnerAbandonVehicleOutOfCombatArea
Enables or disables the feature to destroy emplacement left outside of the combat area.
SetEmplacementSpawnerAbandonVehicleOutOfCombatArea(
emplacementSpawner: EmplacementSpawner,
enabled: boolean
): voidSetEmplacementSpawnerApplyDamageToAbandonVehicle
Enables or disables the feature to destroy abandoned emplacements.
SetEmplacementSpawnerApplyDamageToAbandonVehicle(
emplacementSpawner: EmplacementSpawner,
enabled: boolean
): voidSetEmplacementSpawnerAutoSpawn
Enables or Disables automatic emplacement respawning from the emplacement spawner.
SetEmplacementSpawnerAutoSpawn(emplacementSpawner: EmplacementSpawner, enabled: boolean): voidSetEmplacementSpawnerKeepAliveAbandonRadius
Sets the distance from the nearest player for an emplacement to consider itself abandoned.
SetEmplacementSpawnerKeepAliveAbandonRadius(
emplacementSpawner: EmplacementSpawner,
keepAliveAbandonedRadius: number
): voidSetEmplacementSpawnerRespawnTime
Sets the delay after destruction before an emplacement automatically respawn, if the feature is activated.
SetEmplacementSpawnerRespawnTime(emplacementSpawner: EmplacementSpawner, respawnTime: number): voidSetEmplacementSpawnerSpawnerRadius
Sets the distance its enplacement spawner for an emplacement to consider itself abandoned.
SetEmplacementSpawnerSpawnerRadius(
emplacementSpawner: EmplacementSpawner,
keepAliveSpawnerRadius: number
): voidSetEmplacementSpawnerTimeUntilAbandon
Sets the time left idle before an emplacement is considered abandoned.
SetEmplacementSpawnerTimeUntilAbandon(
emplacementSpawner: EmplacementSpawner,
timeUntilAbandon: number
): voidSetEmplacementSpawnerType
Sets the type of emplacement that will spawn from the emplacement spawner.
SetEmplacementSpawnerType(
emplacementSpawner: EmplacementSpawner,
emplacementType: StationaryEmplacements
): voidSetMaxVehicleHeightLimitScale
Sets a multiplier on the normal map value of how high vehicles can go before their engines stop applying an upwards force.
SetMaxVehicleHeightLimitScale(heightScale: number): voidSetVehicleAllowedInSurroundingArea
Sets whether a vehicle is allowed in the Surrounding Area
SetVehicleAllowedInSurroundingArea(vehicle: VehicleList, allowed: boolean): voidSetVehicleCategoryAllowedInSurroundingArea
Sets whether a vehicle category is allowed in the Surrounding Area
SetVehicleCategoryAllowedInSurroundingArea(
vehicleCategory: VehicleCategories,
allowed: boolean
): voidSetVehicleMaxHealthMultiplier
Multiplies the maximum health of target vehicle by the provided number greater than 0 and less than or equal to 4.
SetVehicleMaxHealthMultiplier(vehicle: Vehicle, maxHealthMultiplier: number): voidSetVehicleSpawnerAbandonVehiclesOutOfCombatArea
Enables or disables the feature to destroy vehicles left outside of the combat area.
SetVehicleSpawnerAbandonVehiclesOutOfCombatArea(
vehicleSpawner: VehicleSpawner,
enabled: boolean
): voidSetVehicleSpawnerApplyDamageToAbandonVehicle
Enables or disables the feature to destroy abandoned vehicles.
SetVehicleSpawnerApplyDamageToAbandonVehicle(
vehicleSpawner: VehicleSpawner,
enabled: boolean
): voidSetVehicleSpawnerAutoSpawn
Enables or Disables automatic vehicle respawning from the vehicle spawner.
SetVehicleSpawnerAutoSpawn(vehicleSpawner: VehicleSpawner, enabled: boolean): voidSetVehicleSpawnerKeepAliveAbandonRadius
Sets the distance from the nearest player for a vehicle to consider itself abandoned.
SetVehicleSpawnerKeepAliveAbandonRadius(
vehicleSpawner: VehicleSpawner,
keepAliveAbandonedRadius: number
): voidSetVehicleSpawnerKeepAliveSpawnerRadius
Sets the distance its vehicle spawner for a vehicle to consider itself abandoned.
SetVehicleSpawnerKeepAliveSpawnerRadius(
vehicleSpawner: VehicleSpawner,
keepAliveSpawnerRadius: number
): voidSetVehicleSpawnerRespawnTime
Sets the delay after destruction before a vehicle automatically respawn, if the feature is activated.
SetVehicleSpawnerRespawnTime(vehicleSpawner: VehicleSpawner, respawnTime: number): voidSetVehicleSpawnerTimeUntilAbandon
Sets the time left idle before a vehicle is considered abandoned.
SetVehicleSpawnerTimeUntilAbandon(vehicleSpawner: VehicleSpawner, timeUntilAbandon: number): voidSetVehicleSpawnerVehicleType
Sets the type of vehicle that will spawn from the vehicle spawner.
SetVehicleSpawnerVehicleType(vehicleSpawner: VehicleSpawner, vehicleType: VehicleList): voidTeleport
Teleports a target to a provided valid position facing a specified angle (in radians).
Teleport(vehicle: Vehicle, destination: Vector, orientation: number): voidObjects & Spatial
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GetGolmudTrainLocation
Returns the World Position of the Golmud Moving Train. (Only on Golmud Railway map)
GetGolmudTrainLocation(): VectorGetObjectPosition
Returns the position vector of the provided object.
GetObjectPosition(object: mod.Object): VectorGetObjectRotation
Returns the rotation vector of the provided object.
GetObjectRotation(object: mod.Object): VectorGetObjectTransform
Returns the transform vector of the provided object.
GetObjectTransform(object: mod.Object): TransformGetObjId
Returns the id corresponding to the provided object.
GetObjId(object: mod.Object): numberGetSpatialObject
Returns the spatial object corresponding to the provided id.
GetSpatialObject(spatialObjectNumber: number): SpatialObjectMoveObject
Move the Object provided, Euler rotation optional
MoveObject(object: mod.Object, positionDelta: Vector): voidMoveObject(object: mod.Object, positionDelta: Vector, rotationDelta: Vector): voidMoveObjectOverTime
Moves the Object by the delta position and rotation over the time provided. Options to loop indefinitely and reverse
MoveObjectOverTime(
object: mod.Object,
positionDelta: Vector,
rotationDelta: Vector,
timeInSeconds: number,
shouldLoop: boolean,
shouldReverse: boolean
): voidOrbitObjectOverTime
Orbits the Object around the provided transform over time. Optional orbitAxis otherwise transform's up vector is used
OrbitObjectOverTime(
object: mod.Object,
orbitTransform: Transform,
timeInSeconds: number,
radius: number,
shouldLoop: boolean,
shouldReverse: boolean,
clockwise: boolean
): voidOrbitObjectOverTime(
object: mod.Object,
orbitTransform: Transform,
timeInSeconds: number,
radius: number,
shouldLoop: boolean,
shouldReverse: boolean,
clockwise: boolean,
orbitAxis: Vector
): voidRayCast
Request the system to evaluate if a straight line between two points is interupted or not. Use OnRayCastHit and OnRayCastMissed to read the result.
RayCast(start: Vector, stop: Vector): voidRotateObject
Rotate the Object provided using Euler angles
RotateObject(object: mod.Object, rotationDelta: Vector): voidSetObjectTransform
Sets the transform of the Object provided
SetObjectTransform(object: mod.Object, transform: Transform): voidSetObjectTransformOverTime
Sets the transform of the Object provided over the time provided. Options to loop indefinitely and reverse
SetObjectTransformOverTime(
object: mod.Object,
transform: Transform,
timeInSeconds: number,
shouldLoop: boolean,
shouldReverse: boolean
): voidStopActiveMovementForObject
Stops the Over Time movement for the provided Object if one is active
StopActiveMovementForObject(object: mod.Object): voidObjectives & Map Features
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AllCapturePoints
Returns an array of all capture points within a game.
AllCapturePoints(): ArrayEnableAreaTrigger
Enables or disables an area trigger. This will prevent the specific Event from being fired.
EnableAreaTrigger(areaTrigger: AreaTrigger, enable: boolean): voidEnableCapturePointDeploying
Enables or disables deploying on provided capture point for the team that owns it.
EnableCapturePointDeploying(capturePoint: CapturePoint, enableDeploying: boolean): voidEnableGameModeObjective
Enables or disables the provided objective.
EnableGameModeObjective(objective: CapturePoint | HQ | Sector | MCOM, enable: boolean): voidEnableHQ
Enables or disables a headquater.
EnableHQ(hq: HQ, enable: boolean): voidEnableInteractPoint
Enables or disables an interact point.
EnableInteractPoint(interactPoint: InteractPoint, enable: boolean): voidGetAreaTrigger
Returns the area trigger object corresponding to the provided id.
GetAreaTrigger(areaTriggerNumber: number): AreaTriggerGetCapturePoint
Returns the capture point corresponding to the provided id.
GetCapturePoint(id: number): CapturePointGetCaptureProgress
Returns a number from zero to one corresponding to the capture progress of the provided capture point.
GetCaptureProgress(capturePoint: CapturePoint): numberGetCurrentOwnerTeam
Returns the current owner team corresponding to the provided capture point.
GetCurrentOwnerTeam(capturePoint: CapturePoint): TeamGetHQ
Returns the HQ object corresponding to the provided id.
GetHQ(number: number): HQGetInteractPoint
Returns the interact point object corresponding to the provided id.
GetInteractPoint(interactPointNumber: number): InteractPointGetLootSpawner
Returns the loot spawner object corresponding to the provided id.
GetLootSpawner(number: number): LootSpawnerGetMCOM
Returns the MCOM object corresponding to the provided id.
GetMCOM(number: number): MCOMGetOwnerProgressTeam
Returns the team of the team currently capturing the provided capture point.
GetOwnerProgressTeam(capturePoint: CapturePoint): TeamGetPlayersOnPoint
Returns a array of all players within the boundaries of a provided capture point.
GetPlayersOnPoint(capturePoint: CapturePoint): ArrayGetPreviousOwnerTeam
Returns the previous owner team corresponding to the provided capture point.
GetPreviousOwnerTeam(capturePoint: CapturePoint): TeamGetRingOfFire
Returns the ring of fire object corresponding to the provided id.
GetRingOfFire(number: number): RingOfFireGetSector
Returns the sector object corresponding to the provided id.
GetSector(number: number): SectorGetVL7Cloud
Returns the VL7Cloud object corresponding to the provided id.
GetVL7Cloud(vl7CloudId: number): VL7CloudGetWaypointPath
Returns the waypoint path object corresponding to the provided id.
GetWaypointPath(waypointPathNumber: number): WaypointPathGolmudTrainSendMoveCommand
Sends a move instruction to the Golmud Railway train.
GolmudTrainSendMoveCommand(moveCommand: GolmudTrainMoveCommands): voidRingOfFireStart
Signals the RingOfFire to start shrinking.
RingOfFireStart(ringOfFire: RingOfFire): voidSetCapturePointCapturingTime
Sets the capturing time for target capture point to the provided number.
SetCapturePointCapturingTime(capturePoint: CapturePoint, capturingTime: number): voidSetCapturePointNeutralizationTime
Sets the neutralization time for target capture point to the provided number.
SetCapturePointNeutralizationTime(capturePoint: CapturePoint, neutralizationTime: number): voidSetCapturePointOwner
Change the team controling a capture point.
SetCapturePointOwner(capturePoint: CapturePoint, team: Team): voidSetHQTeam
Sets a HQ to a specific Team.
SetHQTeam(hq: HQ, team: Team): voidSetMaxCaptureMultiplier
Sets the capture time multiplier for target capture point to the provided number.
SetMaxCaptureMultiplier(capturePoint: CapturePoint, multiplier: number): voidSetMCOMFuseTime
Determines the time needed by MCOM.
SetMCOMFuseTime(mCOM: MCOM, fuseTime: number): voidSetMCOMOwner
Sets the ownership of the MCOM, swapping teams will flip who can plant and defuse. Only allows for Neutral, Team1 and Team2.
SetMCOMOwner(mcom: MCOM, team: Team): voidSetRingOfFireDamageAmount
Sets the damage dealt by the RingOfFire to players caught.
SetRingOfFireDamageAmount(ringOfFireId: RingOfFire, ringOfFireDamageAmount: number): voidSetRingOfFireStableTime
Sets the duration the RingOfFire remains stable before Shrinking again.
SetRingOfFireStableTime(ringOfFireId: RingOfFire, ringOfFireStableTime: number): voidSetVL7CloudEffects
Enables or Disables any effect from a designated VL7Cloud object.
SetVL7CloudEffects(
vl7Cloud: VL7Cloud,
screenEffect: boolean,
soldierEffect: boolean,
visualEffect: boolean
): voidSpawnLoot
Spawns a weapon or gadget at a LootSpawner.
SpawnLoot(lootSpawner: LootSpawner, ammo: AmmoTypes): voidSpawnLoot(lootSpawner: LootSpawner, weapon: Weapons): voidSpawnLoot(lootSpawner: LootSpawner, gadget: Gadgets): voidSpawnLoot(lootSpawner: LootSpawner, armor: ArmorTypes): voidSpawning
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GetSpawner
Returns the spawner object corresponding to the provided id.
GetSpawner(number: number): SpawnerGetSpawnPoint
Returns the spawn point object corresponding to the provided id.
GetSpawnPoint(number: number): SpawnPointSetSpawnMode
Determines if players are spawned automatically or not.
SetSpawnMode(spawnModes: SpawnModes): voidSetUnspawnDelayInSeconds
Sets the time (in seconds) it takes for AI soldiers from the provided Spawner to unspawn after death.
SetUnspawnDelayInSeconds(spawner: Spawner, delay: number): voidSpawnObject
Spawns an object at runtime. Returns an object id if the object supports it, otherwise -1
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,
position: Vector,
rotation: Vector,
scale: Vector
): AnySpawnObject(
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,
position: Vector,
rotation: Vector
): AnyUnspawnAllLoot
Removes all existing loot from the world.
UnspawnAllLoot(): voidUnspawnObject
Unspawn an Object spawned using SpawnObject.
UnspawnObject(obj: mod.Object): voidAudio & Effects
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EnableScreenEffect
Enables or disables a player-specific screen effect.
EnableScreenEffect(player: Player, screenEffect: ScreenEffects, enable: boolean): voidEnableVFX
Enables or disables a visual effect.
EnableVFX(vfx: VFX, enable: boolean): voidGetSFX
Returns the SFX object corresponding to the provided id.
GetSFX(number: number): SFXGetVFX
Returns the VFX object corresponding to the provided id.
GetVFX(vfxNumber: number): VFXGetVO
Returns the VO object corresponding to the provided id.
GetVO(number: number): VOLoadMusic
Loads a music package to then be triggered with the PlayMusic action.
LoadMusic(musicPackage: MusicPackages): voidMoveVFX
Move a VFX to a new coordinate. May have become redundant with the creation of the universal MoveObject action.
MoveVFX(vfxID: VFX, position: Vector, rotation: Vector): voidPlayMusic
Triggers a music event.
PlayMusic(musicEvent: MusicEvents): voidPlayMusic(musicEvent: MusicEvents, team: Team): voidPlayMusic(musicEvent: MusicEvents, squad: Squad): voidPlayMusic(musicEvent: MusicEvents, player: Player): voidPlaySound
Plays a sound using runtime spawner tech.
PlaySound(sound: SFX, amplitude: number, team: Team): voidPlaySound(sound: SFX, amplitude: number, squad: Squad): voidPlaySound(sound: SFX, amplitude: number, player: Player): voidPlaySound(sound: SFX, amplitude: number): voidPlaySound(
sound: SFX,
amplitude: number,
location: Vector,
attenuationRange: number,
team: Team
): voidPlaySound(
sound: SFX,
amplitude: number,
location: Vector,
attenuationRange: number,
squad: Squad
): voidPlaySound(
sound: SFX,
amplitude: number,
location: Vector,
attenuationRange: number,
player: Player
): voidPlaySound(sound: SFX, amplitude: number, location: Vector, attenuationRange: number): voidPlayVO
Plays a voice-over event clip. VO flags Hotel and India only support a few select VO events.
PlayVO(voiceOver: VO, event: VoiceOverEvents2D, flag: VoiceOverFlags): voidPlayVO(voiceOver: VO, event: VoiceOverEvents2D, flag: VoiceOverFlags, player: Player): voidPlayVO(voiceOver: VO, event: VoiceOverEvents2D, flag: VoiceOverFlags, squad: Squad): voidPlayVO(voiceOver: VO, event: VoiceOverEvents2D, flag: VoiceOverFlags, team: Team): voidSetMusicParam
Updates any parameters that a music package might have.
SetMusicParam(musicParam: MusicParams, paramValue: number): voidSetMusicParam(musicParam: MusicParams, paramValue: number, team: Team): voidSetMusicParam(musicParam: MusicParams, paramValue: number, squad: Squad): voidSetMusicParam(musicParam: MusicParams, paramValue: number, player: Player): voidSetSoldierEffect
Applies an effect to a soldier based on a passed-in player.
SetSoldierEffect(player: Player, soldierEffects: SoldierEffects, isEnabled: boolean): voidSetSoundAmplitude
Sets the amplitude of a given sound.
SetSoundAmplitude(sound: SFX, amplitude: number, team: Team): voidSetSoundAmplitude(sound: SFX, amplitude: number, squad: Squad): voidSetSoundAmplitude(sound: SFX, amplitude: number, player: Player): voidSetSoundAmplitude(sound: SFX, amplitude: number): voidSetVFXColor
Changes the color of a visual effect.
SetVFXColor(vfxID: VFX, color: Vector): voidSetVFXScale
Changes the scale of a visual effect.
SetVFXScale(vfxID: VFX, scale: number): voidSetVFXSpeed
Changes the speed of a visual effect.
SetVFXSpeed(vfxID: VFX, speed: number): voidStopSound
Stops a given sound.
StopSound(sound: SFX, team: Team): voidStopSound(sound: SFX, squad: Squad): voidStopSound(sound: SFX, player: Player): voidStopSound(sound: SFX): voidUnloadMusic
Unloads a music package that is already loaded.
UnloadMusic(musicPackage: MusicPackages): voidTeams & 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.
ClosestPlayerTo(vector: Vector, team: Team): PlayerEndGameMode
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.
EndGameMode(team: Team): voidGetGameModeScore
Returns the current gamemode score of the provided player or team.
GetGameModeScore(team: Team): numberGetSquad
Returns the squad object corresponding to the provided player, or team/squad id.
GetSquad(player: Player): SquadGetSquad(teamIdNumber: number, squadIdNumber: number): SquadGetSquadName
Returns a string of the name of the provided squad.
GetSquadName(arg0: Squad): stringGetTeam
Returns the team value of the specified player OR the corresponding team of the provided number.
GetTeam(player: Player): TeamGetTeam(teamId: number): TeamIsFaction
Returns true if the provided team is using soldiers from the specified faction.
IsFaction(team: Team, factions: Factions): booleanSetGameModeScore
Sets the gamemode score of the provided Player or Team.
SetGameModeScore(team: Team, newScore: number): voidSetTeam
Sets the target player's team.
SetTeam(player: Player, team: Team): voidSwitchTeams
Switches players on TeamA and TeamB. Both teams must have the same Human and Bot count.
SwitchTeams(teamA: Team, teamB: Team): voidGame Flow
Toggle
GetMatchTimeElapsed
Returns the amount of time elapsed (seconds) in the current gamemode.
GetMatchTimeElapsed(): numberGetMatchTimeRemaining
Returns the amount of time left (in seconds) in the current gamemode.
GetMatchTimeRemaining(): numberGetRoundTime
Returns the time limit set for the gamemode (in seconds).
GetRoundTime(): numberPauseGameModeTime
Pauses or unpauses the gamemode timer based on the provided boolean input.
PauseGameModeTime(pauseTimer: boolean): voidResetGameModeTime
Resets the gamemode time to its starting value.
ResetGameModeTime(): voidSetFriendlyFire
Enables of disables friendly fire.
SetFriendlyFire(enableFriendlyFire: boolean): voidSetGameModeTargetScore
Sets the gamemode target score used to determine victory.
SetGameModeTargetScore(newScore: number): voidSetGameModeTimeLimit
Sets the duration of the game in seconds.
SetGameModeTimeLimit(newTimeLimit: number): voidSetSpectatingFiltersForAll
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
SetSpectatingFiltersForAll(
group: SpectatingGroup,
ownSquadOnly: boolean,
ownTeamOnly: boolean
): voidArrays
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.
AppendToArray(array: Array, value: Any): ArrayArraySlice
Returns a copy of the specified array containing only values from a specified index range.
ArraySlice(array: Array, startIndex: number, endIndex: number): ArrayCountOf
Returns the number of elements in the specified array.
CountOf(array: Array): numberEmptyArray
Returns an initialized empty Array.
EmptyArray(): ArrayFirstOf
Returns the first value of the specified Array.
FirstOf(array: Array): AnyLastOf
Returns the value at the end of the specified Array.
LastOf(array: Array): AnyRandomizedArray
Returns a copy of the specified Array with the values in a random order.
RandomizedArray(array: Array): ArrayRandomValueInArray
Returns a random value from the specified Array.
RandomValueInArray(array: Array): AnySortedArray
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.
SortedArray(array: Array, index: number): ArrayValueInArray
Returns the value found at a provided index of an array.
ValueInArray(array: Array, index: number): AnyVariables
Toggle
ChaseVariableAtRate
Gradually modifies the value of a Variable at a specified rate (value/second) until it reaches the provided limit.
ChaseVariableAtRate(variable: Variable, limit: number, deltaPerSecond: number): voidChaseVariableOverTime
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.
ChaseVariableOverTime(variable: Variable, limit: number, durationSeconds: number): voidGetVariable
Returns the value of a variable.
GetVariable(variable: Variable): AnyGlobalVariable
Returns the variable specified by a number.
GlobalVariable(variableIndex: number): VariableObjectVariable
Returns the variable specified by an object.
ObjectVariable(ownerObject: mod.Object, variableIndex: number): VariableSetVariable
Sets the value of a Variable.
SetVariable(variable: Variable, value: Any): voidSetVariableAtIndex
Finds or initializes an Array on a provided Variable, and stores a provided value in that Array at the specified index.
SetVariableAtIndex(arrayVariable: Variable, arrayIndex: number, value: Any): voidStopChasingVariable
Stops an in-progress tracking of a Variable from the ChaseVariableOverTime or ChaseVariableAtRate blocks, leaving it at its current value.
StopChasingVariable(variable: Variable): voidMath & Logic
Toggle
AbsoluteValue
Returns the unsigned value of the provided number input.
AbsoluteValue(number: number): numberAdd
Returns the sum of two numbers or two vector values.
Add(number0: number, number1: number): numberAdd(vector0: Vector, vector1: Vector): VectorAnd
Returns a boolean value based on whether both of the provided inputs return true.
And(boolean0: boolean, boolean1: boolean): booleanAngleBetweenVectors
Returns the angle (in degrees) between two provided vector values.
AngleBetweenVectors(vector0: Vector, vector1: Vector): numberAngleDifference
Returns the difference between two angles (in degrees).
AngleDifference(number0: number, number1: number): numberArccosineInDegrees
Returns the inverse cosine of a provided number value in degrees.
ArccosineInDegrees(number: number): numberArccosineInRadians
Returns the inverse cosine of a provided number value in radians.
ArccosineInRadians(number: number): numberArcsineInDegrees
Returns the inverse sine of a provided number value in degrees.
ArcsineInDegrees(number: number): numberArcsineInRadians
Returns the inverse sine of a provided number value in radians.
ArcsineInRadians(number: number): numberArctangentInDegrees
Returns the inverse tangent of a provided number value in degrees.
ArctangentInDegrees(number: number): numberArctangentInRadians
Returns the inverse tangent of a provided number value in radians.
ArctangentInRadians(number: number): numberBackwardVector
Returns the backward directional vector of (0, 0, 1).
BackwardVector(): VectorCeiling
Returns the value rounded up to the nearest integer.
Ceiling(number: number): numberCosineFromDegrees
Returns the cosine value of a specified angle in degrees.
CosineFromDegrees(number: number): numberCosineFromRadians
Returns the cosine value of a specified angle in radians.
CosineFromRadians(number: number): numberCreateTransform
Creates a Transform from Position and Rotation Vectors
CreateTransform(position: Vector, rotation: Vector): TransformCreateVector
Returns a vector composed of three provided 'X' (left), 'Y' (up), and 'Z' (forward) values.
CreateVector(number0: number, number1: number, number2: number): VectorCrossProduct
Returns the cross product between two vector values. If the two vector inputs are parallel, the result will be zero.
CrossProduct(vector0: Vector, vector1: Vector): VectorDegreesToRadians
Returns a value in radians from a specified value in degrees.
DegreesToRadians(number: number): numberDirectionFromAngles
Returns a directional vector from the provided horizontal (yaw) and vertical (pitch) angles (in degrees).
DirectionFromAngles(number0: number, number1: number): VectorDirectionTowards
Returns the direction, or normalized vector, from a starting position and ending position.
DirectionTowards(vector0: Vector, vector1: Vector): VectorDistanceBetween
Returns the distance between a starting position and ending position.
DistanceBetween(vector0: Vector, vector1: Vector): numberDivide
Returns the ratio between two number values or a vector and number value. A vector divided by a number will yield a scaled vector.
Divide(number0: number, number1: number): numberDivide(vector: Vector, number: number): VectorDotProduct
Returns the dot product between two vector values. If the two values are orthogonal to each other, the result will be zero.
DotProduct(vector0: Vector, vector1: Vector): numberDownVector
Returns the downward directional vector of (0, -1, 0).
DownVector(): VectorEquals
Returns a boolean indicating if two values are equal to each other.
Equals(left: Any, right: Any): booleanFloor
Returns the value rounded down to the nearest integer.
Floor(number: number): numberForwardVector
Returns the forward directional vector of (0, 0, -1).
ForwardVector(): VectorGetTransformPosition
Returns the position of a Transform as a Vector
GetTransformPosition(transform: Transform): VectorGetTransformRotation
Returns the rotation of a Transform as a Vector
GetTransformRotation(transform: Transform): VectorGreaterThan
Returns a boolean indicating if the 1st provided value is greater than the 2nd provided value.
GreaterThan(number0: number, number1: number): booleanGreaterThanEqualTo
Returns a boolean indicating if the 1st provided value is greater than the 2nd provided value.
GreaterThanEqualTo(left: number, right: number): booleanIfThenElse
Tertiary operator. If condition is true, return the first value. Otherwise return the second value.
IfThenElse(condition: boolean, trueValue: Any, falseValue: Any): AnyLeftVector
Returns the leftward directional vector of (-1, 0, 0).
LeftVector(): VectorLessThan
Returns a boolean indicating if the 1st provided value is less than the 2nd provided value.
LessThan(left: number, right: number): booleanLessThanEqualTo
Returns a boolean indicating if the 1st provided value is less than or equal to the 2nd provided value.
LessThanEqualTo(left: number, right: number): booleanMax
Returns the greater of the two number values provided.
Max(number0: number, number1: number): numberModulo
Returns the remainder of the 1st provided value divided by the 2nd provided value.
Modulo(number0: number, number1: number): numberMultiply
Returns the product of two number values or the product of a vector and number value.
Multiply(number0: number, number1: number): numberMultiply(vector: Vector, number: number): VectorNormalize
Returns a unit-length normalization of a vector.
Normalize(vector: Vector): VectorNot
Return a boolean of the opposite value of the boolean input.
Not(boolean: boolean): booleanNotEqualTo
Returns a boolean indicating if two values are not equal to each other.
NotEqualTo(left: Any, right: Any): booleanOr
Returns a boolean based on whether either of the two inputs are true.
Or(boolean0: boolean, boolean1: boolean): booleanPi
Returns the constant value 3.14159
Pi(): numberRadiansToDegrees
Returns a value in degrees from a specified value in radians.
RadiansToDegrees(number: number): numberRaiseToPower
Returns the 1st provided value raised to the power of the 2nd provided value.
RaiseToPower(number0: number, number1: number): numberRandomReal
Returns a random number between a specified minimum and maximum value (inclusive).
RandomReal(number0: number, number1: number): numberRightVector
Returns the rightward directional vector of (1, 0, 0).
RightVector(): VectorRoundToInteger
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.
RoundToInteger(number: number): numberSineFromDegrees
Returns the sine value of a specified angle in degrees.
SineFromDegrees(number: number): numberSineFromRadians
Returns the sine value of a specified angle in radians.
SineFromRadians(number: number): numberSquareRoot
Returns the square root of a provided number value.
SquareRoot(number: number): numberSubtract
Returns the difference between two number values or two vector values.
Subtract(number0: number, number1: number): numberSubtract(vector0: Vector, vector1: Vector): VectorTangentFromDegrees
Returns the tangent value of a specified angle in degrees.
TangentFromDegrees(number: number): numberTangentFromRadians
Returns the tangent value of a specified angle in radians.
TangentFromRadians(number: number): numberUpVector
Returns the upward directional vector of (0, 1, 0).
UpVector(): VectorVectorTowards
Returns the displacement vector from a starting position to an ending position.
VectorTowards(vector0: Vector, vector1: Vector): VectorXComponentOf
Returns the 'X' component of a provided vector.
XComponentOf(vector: Vector): numberXor
Returns true if the provided boolean inputs return different values.
Xor(boolean0: boolean, boolean1: boolean): booleanYComponentOf
Returns the 'Y' component of a provided vector.
YComponentOf(vector: Vector): numberZComponentOf
Returns the 'Z' component of a provided vector.
ZComponentOf(vector: Vector): numberOther
Toggle
AutoBalanceTeams
Balances Team1 and Team2 while maintaining squad compositions, requires matching team and squad capacities.
AutoBalanceTeams(): voidConcat
Returns a string containing the concatenation of two strings.
Concat(string0: string, string1: string): stringGetArgument
Get argument of subroutine at given index.
GetArgument(subroutineArgIndex: number): AnyGetFixedCamera
Returns a Fixed Camera.
GetFixedCamera(number: number): FixedCameraGetTargetScore
Returns the gamemode target score needed for victory.
GetTargetScore(): numberHasUIWidgetWithName
Returns a boolean indicating if the UI Widget exists.
HasUIWidgetWithName(name: string): booleanIsCurrentMap
Returns true if the provided map is the name of the current map.
IsCurrentMap(maps: Maps): booleanIsType
Returns true if the provided value is equal to the specified type.
IsType(value: Any, type: Types): booleanJsAction
Calls a javascript action function.
JsAction(actionName: string, actionArg0: Any, actionArg1: Any): voidJsValue
Calls a javascript value function.
JsValue(valueName: string, valueArg0: Any, valueArg1: Any): AnySendPortalLogToAdmin
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.
SendPortalLogToAdmin(): voidWait
Wait(n: number): Promise<void>Event Handlers
OnAIMoveToFailed
This will trigger when an AI Soldier stops trying to reach a destination.
OnAIMoveToFailed(eventPlayer: mod.Player): voidOnAIMoveToRunning
This will trigger when an AI Soldier starts moving to a target location.
OnAIMoveToRunning(eventPlayer: mod.Player): voidOnAIMoveToSucceeded
This will trigger when an AI Soldier reaches target location.
OnAIMoveToSucceeded(eventPlayer: mod.Player): voidOnAIParachuteRunning
This will trigger when an AI Soldier parachute action is running.
OnAIParachuteRunning(eventPlayer: mod.Player): voidOnAIParachuteSucceeded
This will trigger when an AI Soldier parachute action has succeeded.
OnAIParachuteSucceeded(eventPlayer: mod.Player): voidOnAIWaypointIdleFailed
This will trigger when an AI Soldier stops following a waypoint.
OnAIWaypointIdleFailed(eventPlayer: mod.Player): voidOnAIWaypointIdleRunning
This will trigger when an AI Soldier starts following a waypoint.
OnAIWaypointIdleRunning(eventPlayer: mod.Player): voidOnAIWaypointIdleSucceeded
This will trigger when an AI Soldier finishes following a waypoint.
OnAIWaypointIdleSucceeded(eventPlayer: mod.Player): voidOnCapturePointCaptured
This will trigger when a team takes control of a CapturePoint.
OnCapturePointCaptured(eventCapturePoint: mod.CapturePoint): voidOnCapturePointCapturing
This will trigger when a team begins capturing a CapturePoint.
OnCapturePointCapturing(eventCapturePoint: mod.CapturePoint): voidOnCapturePointLost
This will trigger when a team loses control of a CapturePoint.
OnCapturePointLost(eventCapturePoint: mod.CapturePoint): voidOnGameModeEnding
This will trigger when the gamemode ends.
OnGameModeEnding(): voidOnGameModeStarted
This will trigger at the start of the gamemode.
OnGameModeStarted(): voidOngoingAreaTrigger
OngoingAreaTrigger(eventAreaTrigger: mod.AreaTrigger): voidOngoingCapturePoint
OngoingCapturePoint(eventCapturePoint: mod.CapturePoint): voidOngoingEmplacementSpawner
OngoingEmplacementSpawner(eventEmplacementSpawner: mod.EmplacementSpawner): voidOngoingGlobal
OngoingGlobal(): voidOngoingHQ
OngoingHQ(eventHQ: mod.HQ): voidOngoingInteractPoint
OngoingInteractPoint(eventInteractPoint: mod.InteractPoint): voidOngoingLootSpawner
OngoingLootSpawner(eventLootSpawner: mod.LootSpawner): voidOngoingMCOM
OngoingMCOM(eventMCOM: mod.MCOM): voidOngoingPlayer
OngoingPlayer(eventPlayer: mod.Player): voidOngoingRingOfFire
OngoingRingOfFire(eventRingOfFire: mod.RingOfFire): voidOngoingSector
OngoingSector(eventSector: mod.Sector): voidOngoingSpawner
OngoingSpawner(eventSpawner: mod.Spawner): voidOngoingSpawnPoint
OngoingSpawnPoint(eventSpawnPoint: mod.SpawnPoint): voidOngoingTeam
OngoingTeam(eventTeam: mod.Team): voidOngoingVehicle
OngoingVehicle(eventVehicle: mod.Vehicle): voidOngoingVehicleSpawner
OngoingVehicleSpawner(eventVehicleSpawner: mod.VehicleSpawner): voidOngoingWaypointPath
OngoingWaypointPath(eventWaypointPath: mod.WaypointPath): voidOngoingWorldIcon
OngoingWorldIcon(eventWorldIcon: mod.WorldIcon): voidOnGolmudTrainStopped
This will trigger when the Golmud train stops.
OnGolmudTrainStopped(eventGolmudTrainStopReason: mod.GolmudTrainStopReason): voidOnMandown
This will trigger when a Player is forced into the mandown state.
OnMandown(eventPlayer: mod.Player, eventOtherPlayer: mod.Player): voidOnMCOMArmed
This will trigger when a MCOM is armed.
OnMCOMArmed(eventMCOM: mod.MCOM): voidOnMCOMDefused
This will trigger when a MCOM is defused.
OnMCOMDefused(eventMCOM: mod.MCOM): voidOnMCOMDestroyed
This will trigger when a MCOM detonates.
OnMCOMDestroyed(eventMCOM: mod.MCOM): voidOnPlayerDamaged
This will trigger when a Player takes damage.
OnPlayerDamaged(
eventPlayer: mod.Player,
eventOtherPlayer: mod.Player,
eventDamageType: mod.DamageType,
eventWeaponUnlock: mod.WeaponUnlock
): voidOnPlayerDeployed
This will trigger whenever a Player deploys.
OnPlayerDeployed(eventPlayer: mod.Player): voidOnPlayerDied
This will trigger whenever a Player dies.
OnPlayerDied(
eventPlayer: mod.Player,
eventOtherPlayer: mod.Player,
eventDeathType: mod.DeathType,
eventWeaponUnlock: mod.WeaponUnlock
): voidOnPlayerEarnedKill
This will trigger when a Player earns a kill against another Player.
OnPlayerEarnedKill(
eventPlayer: mod.Player,
eventOtherPlayer: mod.Player,
eventDeathType: mod.DeathType,
eventWeaponUnlock: mod.WeaponUnlock
): voidOnPlayerEarnedKillAssist
This will trigger when a Player earns a kill assist.
OnPlayerEarnedKillAssist(eventPlayer: mod.Player, eventOtherPlayer: mod.Player): voidOnPlayerEnterAreaTrigger
This will trigger when a Player enters an AreaTrigger.
OnPlayerEnterAreaTrigger(eventPlayer: mod.Player, eventAreaTrigger: mod.AreaTrigger): voidOnPlayerEnterCapturePoint
This will trigger when a Player enters a CapturePoint capturing area.
OnPlayerEnterCapturePoint(eventPlayer: mod.Player, eventCapturePoint: mod.CapturePoint): voidOnPlayerEnterVehicle
This will trigger when a Player enters a Vehicle seat.
OnPlayerEnterVehicle(eventPlayer: mod.Player, eventVehicle: mod.Vehicle): voidOnPlayerEnterVehicleSeat
This will trigger when a Player enters a Vehicle seat.
OnPlayerEnterVehicleSeat(
eventPlayer: mod.Player,
eventVehicle: mod.Vehicle,
eventSeat: mod.Object
): voidOnPlayerEnterVL7Cloud
This will trigger when a Player enters a VL7Cloud volume.
OnPlayerEnterVL7Cloud(eventPlayer: mod.Player, eventVL7Cloud: mod.VL7Cloud): voidOnPlayerExitAreaTrigger
This will trigger when a Player exits an AreaTrigger.
OnPlayerExitAreaTrigger(eventPlayer: mod.Player, eventAreaTrigger: mod.AreaTrigger): voidOnPlayerExitCapturePoint
This will trigger when a Player exits a CapturePoint capturing area.
OnPlayerExitCapturePoint(eventPlayer: mod.Player, eventCapturePoint: mod.CapturePoint): voidOnPlayerExitVehicle
This will trigger when a Player exits a Vehicle.
OnPlayerExitVehicle(eventPlayer: mod.Player, eventVehicle: mod.Vehicle): voidOnPlayerExitVehicleSeat
This will trigger when a Player exits a Vehicle seat.
OnPlayerExitVehicleSeat(
eventPlayer: mod.Player,
eventVehicle: mod.Vehicle,
eventSeat: mod.Object
): voidOnPlayerExitVL7Cloud
This will trigger when a Player exits a VL7Cloud volume.
OnPlayerExitVL7Cloud(eventPlayer: mod.Player, eventVL7Cloud: mod.VL7Cloud): voidOnPlayerInteract
This will trigger when a Player interacts with InteractPoint.
OnPlayerInteract(eventPlayer: mod.Player, eventInteractPoint: mod.InteractPoint): voidOnPlayerJoinGame
This will trigger when a Player joins the game.
OnPlayerJoinGame(eventPlayer: mod.Player): voidOnPlayerLeaveGame
This will trigger when any player leaves the game.
OnPlayerLeaveGame(eventNumber: number): voidOnPlayerSwitchTeam
This will trigger when a Player changes team.
OnPlayerSwitchTeam(eventPlayer: mod.Player, eventTeam: mod.Team): voidOnPlayerUIButtonEvent
This will trigger when a Player interacts with an UI button.
OnPlayerUIButtonEvent(
eventPlayer: mod.Player,
eventUIWidget: mod.UIWidget,
eventUIButtonEvent: mod.UIButtonEvent
): voidOnPlayerUndeploy
This will trigger when the Player dies and returns to the deploy screen.
OnPlayerUndeploy(eventPlayer: mod.Player): voidOnPortalGadgetAimStart
This will trigger when a Player presses the Zoom button.
OnPortalGadgetAimStart(eventPlayer: mod.Player): voidOnPortalGadgetAimStop
This will trigger when a Player releases the Zoom button.
OnPortalGadgetAimStop(eventPlayer: mod.Player): voidOnPortalGadgetFireStart
This will trigger when a Player presses the Fire button.
OnPortalGadgetFireStart(eventPlayer: mod.Player): voidOnPortalGadgetFireStop
This will trigger when a Player releases the Fire button.
OnPortalGadgetFireStop(eventPlayer: mod.Player): voidOnPortalGadgetLaserToggle
This will trigger when a Player presses the Tactical Device button.
OnPortalGadgetLaserToggle(eventPlayer: mod.Player, eventBoolean: boolean): voidOnRayCastHit
This will trigger when a Raycast hits a target.
OnRayCastHit(eventPlayer: mod.Player, eventPoint: mod.Vector, eventNormal: mod.Vector): voidOnRayCastMissed
This will trigger when a Raycast is called and doesn't hit any target.
OnRayCastMissed(eventPlayer: mod.Player): voidOnRevived
This will trigger when a Player is revived by another Player.
OnRevived(eventPlayer: mod.Player, eventOtherPlayer: mod.Player): voidOnRingOfFireZoneSizeChange
This will trigger when a RingOfFire changes size.
OnRingOfFireZoneSizeChange(eventRingOfFire: mod.RingOfFire, eventNumber: number): voidOnSpawnerSpawned
This will trigger when an AISpawner spawns an AI Soldier.
OnSpawnerSpawned(eventPlayer: mod.Player, eventSpawner: mod.Spawner): voidOnTimeLimitReached
This will trigger when the gamemode time limit has been reached.
OnTimeLimitReached(): voidOnVehicleDestroyed
This will trigger when a Vehicle is destroyed.
OnVehicleDestroyed(eventVehicle: mod.Vehicle): voidOnVehicleSpawned
This will trigger when a Vehicle is called into the map.
OnVehicleSpawned(eventVehicle: mod.Vehicle): voidTypes
SDK Object Types
These are opaque SDK handles. You generally only need the type name when reading function signatures.
AreaTriggerArrayCapturePointDamageTypeDeathTypeEmplacementSpawnerFixedCameraHQInteractPointLootSpawnerMapSpecificFeatureMCOMMessagePlayerPortalEnumRingOfFireSectorSFXSpatialObjectSpawnerSpawnPointSquadTeamTransformUIWidgetVariableVectorVehicleVehicleSpawnerVFXVL7CloudVOWaypointPathWeaponPackageWeaponUnlockWorldIcon
Type Aliases
Object
Object is a generic SDK object handle. It can refer to any of these Portal object types:
AreaTriggerCapturePointEmplacementSpawnerFixedCameraHQInteractPointLootSpawnerMapSpecificFeatureMCOMPlayerRingOfFireSectorSFXSpatialObjectSpawnerSpawnPointTeamVehicleVehicleSpawnerVFXVL7CloudVOWaypointPathWorldIcon
Enums
AiInput (13 values)
enum AiInput {
Crouch,
FireWeapon,
Interact,
Jump,
Prone,
Reload,
SelectCharacterGadget,
SelectOpenGadget,
SelectPrimary,
SelectSecondary,
SelectThrowable,
Sprint,
Strafe,
}AmmoTypes (6 values)
enum AmmoTypes {
AR_Carbine_Ammo,
Armor_Plate,
LMG_Ammo,
Pistol_SMG_Ammo,
Shotgun_Ammo,
Sniper_DMR_Ammo,
}ArmorTypes (3 values)
enum ArmorTypes {
CeramicArmor,
NoArmor,
SoftArmor,
}Cameras (4 values)
enum Cameras {
FirstPerson,
Fixed,
Free,
ThirdPerson,
}CustomNotificationSlots (5 values)
enum CustomNotificationSlots {
HeaderText,
MessageText1,
MessageText2,
MessageText3,
MessageText4,
}Factions (2 values)
enum Factions {
NATO,
PaxArmata,
}Gadgets (61 values)
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_Motion_Sensor,
Class_Repair_Tool,
Class_Supply_Bag,
Deployable_Cover,
Deployable_Deploy_Beacon,
Deployable_EOD_Bot,
Deployable_Grenade_Intercept_System,
Deployable_Missile_Intercept_System,
Deployable_Portable_Mortar,
Deployable_Recon_Drone,
Deployable_Vehicle_Supply_Crate,
Launcher_Aim_Guided,
Launcher_Air_Defense,
Launcher_Auto_Guided,
Launcher_Breaching_Projectile,
Launcher_High_Explosive,
Launcher_IGLA,
Launcher_Incendiary_Airburst,
Launcher_Long_Range,
Launcher_Smoke_Grenade,
Launcher_Thermobaric_Grenade,
Launcher_Unguided_Rocket,
Mask_Gas,
Mask_NVG,
Melee_Combat_Knife,
Melee_Hunting_Knife,
Melee_Ice_Axe,
Melee_Serrated_Blade,
Melee_Sledgehammer,
Misc_Acoustic_Sensor_AV_Mine,
Misc_Anti_Personnel_Mine,
Misc_Anti_Vehicle_Mine,
Misc_Assault_Ladder,
Misc_Defibrillator,
Misc_Demolition_Charge,
Misc_Incendiary_Round_Shotgun,
Misc_Laser_Designator,
Misc_PortalGadget,
Misc_Sniper_Decoy,
Misc_Supply_Pouch,
Misc_Suppression,
Misc_Tracer_Dart,
Misc_Tripwire_Sensor_AV_Mine,
Throwable_Anti_Vehicle_Grenade,
Throwable_Flash_Grenade,
Throwable_Fragmentation_Grenade,
Throwable_Incendiary_Grenade,
Throwable_Mini_Frag_Grenade,
Throwable_Proximity_Detector,
Throwable_Smoke_Grenade,
Throwable_Stun_Grenade,
Throwable_Throwing_Knife,
}GolmudTrainMoveCommands (3 values)
enum GolmudTrainMoveCommands {
MoveEast,
MoveWest,
Stop,
}GolmudTrainStopReason (3 values)
enum GolmudTrainStopReason {
ReachedEastTerminal,
ReachedWestTerminal,
StoppedInTransit,
}GolmudTrainVariants (4 values)
enum GolmudTrainVariants {
MovingTrain,
None,
StaticTrain_Breakthrough,
StaticTrain_Rush,
}InventorySlots (9 values)
enum InventorySlots {
Callins,
ClassGadget,
GadgetOne,
GadgetTwo,
MeleeWeapon,
MiscGadget,
PrimaryWeapon,
SecondaryWeapon,
Throwable,
}Maps (22 values)
enum Maps {
Abbasid,
Aftermath,
Badlands,
Battery,
Capstone,
Contaminated,
Dumbo,
Eastwood,
Firestorm,
GolmudRailway,
Granite_ClubHouse,
Granite_MainStreet,
Granite_Marina,
Granite_MilitaryRnD,
Granite_MilitaryStorage,
Granite_TechCampus,
Granite_Underground,
Limestone,
Outskirts,
Sand,
Subsurface,
Tungsten,
}MoveSpeed (7 values)
enum MoveSpeed {
InvestigateRun,
InvestigateSlowWalk,
InvestigateWalk,
Patrol,
Run,
Sprint,
Walk,
}MusicEvents (46 values)
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)
enum MusicPackages {
BR,
Core,
Gauntlet,
Radio,
}MusicParams (14 values)
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,
}PlayerDamageTypes (6 values)
enum PlayerDamageTypes {
Default,
Explosion,
Fall,
Fire,
Headshot,
Melee,
}PlayerDeathTypes (11 values)
enum PlayerDeathTypes {
Deserting,
Drowning,
Explosion,
Fall,
Fire,
Headshot,
Melee,
Penetration,
Redeploy,
Roadkill,
Weapon,
}PlayerFilterTypes (4 values)
enum PlayerFilterTypes {
None,
Player,
Squad,
TeamId,
}RestrictedInputs (20 values)
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)
enum ResupplyTypes {
AmmoBox,
AmmoCrate,
SupplyBag,
}RuntimeSpawn_Abbasid (1346 values)
enum RuntimeSpawn_Abbasid {
ACModule_01,
ACModule_02,
ACModule_03,
ACModule_03_animated,
ACModule_03_Running,
ACUnit_03,
ACUnit_03_animated,
ACUnit_03_cover,
ACUnit_03_Running,
ACUnit_04,
ACUnit_04_cover,
ACUnitWindow_01_B,
AftermathDebrisPileConcrete_Skew_210_B,
AftermathDebrisPileConcrete_Skew_210_D,
AirConClusterBuildingSide_01,
AirConClusterBuildingSide_02,
AirConClusterBuildingSide_03,
AirConClusterBuildingSide_04,
AirConClusterBuildingSide_05,
AirConClusterBuildingSide_06,
Anemometer_01,
AntennaMast_01_BD,
AntennaMastMetal_01,
AntennareciverMetal_01,
AntennaRooftop_01,
AntennaSmall_01_A,
AntennaSmall_01_B,
Apple_01,
AppleCluster_01,
AppleCluster_02,
ArabicCoffeePlate_01,
ArabicCoffeeTable_01_A,
ArabicCoffeeTable_01_B,
ArchwayFoundation_01,
ArrabicCoffeeTable_01,
Artichoke_01,
ArtichokeCluster_01,
AsphaltChunks_01,
AsphaltChunks_02,
AsphaltChunks_03,
Awning_02_C,
AwningCommercial_02,
AwningLamps_02,
AwningLamps_03,
AwningLargeFlat_01,
AwningPlastic_01_256,
AwningPlastic_01_512,
AwningPlastic_01_512_B,
AwningPlasticSheet_01,
AwningWoodO01_128,
AwningWoodO02_256,
BalconyBayWindow_01,
BalconyWood_03,
BalconyWood_04,
Banana_01,
BananaCluster_01,
BananaPlant_01_S_A,
BananaPlant_01_S_B,
BananaPotted_01_S_A,
BananaPotted_01_S_B,
BananaPotted_01_S_C,
BananaPotted_02_S_A,
BananaWi01_M,
BananaWildPotted_01_M_A_Oriental,
BarrelBurned_01,
BarrelOil_01_B,
BarrelOil_01_D,
BarricadeboardsWood_01_A,
BarricadeboardsWood_01_B,
BarrierConcreteWall_01_192x320,
BarrierConcreteWall_01_192x320_A_DDPF,
BarrierConcreteWall_01_Row3,
BarrierHesco_01_128x120,
BarrierHesco_01_128x120_DDPF,
BarrierHesco_01_128x240,
BarrierHesco_01_128x240_DDPF,
BarrierJersey_01_256x124_B,
BarrierJersey_03_256x80,
BarrierJerseyEnd_03_256x80,
BasketCluster_01,
// Only the first 80 values are shown.
}RuntimeSpawn_Aftermath (1496 values)
enum RuntimeSpawn_Aftermath {
ACModule_01,
ACModule_02,
ACModule_03,
ACModule_04,
ACUnit_01,
ACUnit_03,
ACUnit_03_animated,
ACUnit_03_Running,
ACUnit_04,
ACUnit_04_cover,
ACUnitInterior_01,
ACUnitWindow_01_A,
ACUnitWindow_01_C,
ACUnitWindow_logo_01,
Aftermath_DebrisPileConcrete_Skew_210_A_1,
AftermathDebrisPileBrickPlaster_120_01,
AftermathDebrisPileBrickPlaster_120_A_1,
AftermathDebrisPileBrickPlaster_210_01,
AftermathDebrisPileBrickPlaster_210_A_1,
AftermathDebrisPileConcrete_Skew_210_D,
AftermathDebrisPileRedBrick_01_A,
AftermathDebrisPileRedBrick_01_B,
AirDuct_02_A_256,
AirDuct_02_A_512,
AirDuct_02_A_Corner,
AirDuct_02_A_End,
AirDuct_1024_A,
AirDuct_1024_B,
AirDuct_256,
AirDuct_512_A,
AirDuct_512_B,
AirDuct_768,
AirDuct_End_Vent,
AirDuctPipe_1024_01,
AirDuctPipe_512_01,
AirfieldBlastBarrier_01,
AlleyTrash_02,
AlleyTrash_02_WinterEvent,
AntennaRooftop_01,
Area_01_MechanicalRoom_01,
Area02_Structure_01,
Area06_Building_01_A,
Area06_Building_02_A,
Area06_Building_03_A,
Area06_Building_05_A,
Area07_Building_01,
Area07_Building_03_A,
Area07_Building_04,
Area08_Building_01_A,
Area08_Building_02,
Area08_Building_05,
Area08_Building_06,
Area08_Building_07,
Area08_Building_07_PropsA,
Area08_Building_08,
Area08_Building_08_PropsA,
Area08_Building_09_PropsDressingA,
Area08_Building_10_Destroyed,
Area08_Building_11,
Area10_Building_01_OOB,
Area10_Building_02_OoB,
AsphaltBroken_01_512x256,
AsphaltBroken_01_512x512,
AsphaltBrokenThick_01_512x512,
AsphaltChunks_01_Snow,
AsphaltChunks_02,
AsphaltChunks_03,
AwningCommercial_02,
Backpack_01,
BackroomStorageShe01,
BannerPole_01,
BannerWall_01,
BarCounter_02,
BarebulbPendant_01,
BarrelLabratory_01_115,
BarrelOil_01_C,
BarrelOil_01_D,
BarrelOil_01_group_04,
BarrelOil_01_group_06,
BarrelOil_03,
// Only the first 80 values are shown.
}RuntimeSpawn_Badlands (891 values)
enum RuntimeSpawn_Badlands {
Abra01_Chassis,
Abra01_Tracks,
Abra01_Turret,
AbraCoveredTarp,
AcaciaUrban_01_S,
ACUnit_04,
ACUnit_04_Off,
ACUnitWindow_01_A,
ACUnitWindow_01_C,
ACUnitWindow_logo_01,
AftermathDebrisPileConcrete_Center_120,
AftermathDebrisPileConcrete_Center_120_B,
AftermathDebrisPileConcrete_Center_60,
AftermathDebrisPileConcrete_Center_60_B,
AftermathDebrisPileConcrete_Skew_120,
AftermathDebrisPileConcrete_Skew_120_B,
AftermathDebrisPileConcrete_Skew_210_C,
AftermathDebrisPileConcrete_Skew_210_E,
AftermathDebrisPileDrywall_Center_120_01,
AftermathDebrisPileDrywall_Center_120_01_B,
AftermathDebrisPileDrywall_Center_60_01,
AftermathDebrisPileDrywall_Center_60_01_B,
AftermathDebrisPileDrywall_Ramp_210_01,
AftermathDebrisPileDrywall_Ramp_210_01_B,
AirfieldBlastBarrier_01,
AlleyTrash_01,
AlleyTrash_02,
AntennaMast_01,
AntennaMastMetal_01,
AntennareciverMetal_01,
AntennaSmall_01_A,
AshTray_01_B,
AsphaltChunks_01,
AsphaltChunks_02,
Backpack_01_B,
Backpack_02,
Backpack_03,
Badlands_Flankbus,
BagTarp_01,
Barrack_01_A,
Barrack_01_A_Props,
Barrack_01_A_Props_B,
Barrack_01_A_Props_C,
Barrack_01_A_Props_D,
Barrack_01_A_Props_E,
Barrack_02_B_01_MP_Badlands,
Barrack_02_B_02_MP_Badlands,
Barrack_02_B_03_MP_Badlands,
Barrack_02_B_04_MP_Badlands,
Barrack_02_B_05_MP_Badlands,
Barrack_02_B_06_MP_Badlands,
Barrack_02_B_Props,
Barrack_02_B_Props_B,
Barrack_02_B_Props_C,
Barrack_02_B_Props_D,
Barrack_02_B_Props_E,
Barrack_02_B_Props_F,
BarrackCylindrical_AirStrip_01_Props,
BarrackCylindrical_AirStrip_01_Props_B_MP,
BarrackStair_01,
BarrelBurned_01,
BarrelOil_01_B,
BarrelOil_01_D,
BarrelOil_01_group_04,
BarrelOil_01_group_05,
BarrelOil_03,
BarrelOilExplosive_01_DDPF_B,
BarrierBlockConcrete_01_256x120,
BarrierBlockConcrete_01_256x60,
BarrierBlockConcrete_02_128_60,
BarrierBlockConcrete_03_128_120,
BarrierBlockConcreteRound_01,
BarrierConcreteWall_01_192x320,
BarrierConcreteWall_01_192x320_A_DDPF,
BarrierConstruction_01_256_120_B,
BarrierConstruction_01_256_120_DDPF,
BarrierJersey_01_256x124,
BarrierJersey_01_256x124_B,
BeachTrailStairs_01,
BenchWood_01,
// Only the first 80 values are shown.
}RuntimeSpawn_Battery (1232 values)
enum RuntimeSpawn_Battery {
AAGun_01,
ACModule_01,
ACModule_02,
ACModule_03,
ACModule_04,
ACUnit_03,
ACUnit_03_animated,
ACUnit_03_Running,
ACUnit_04,
AftermathDebrisPileBrickPlaster_120,
AftermathDebrisPileBrickPlaster_120_01,
AftermathDebrisPileBrickPlaster_210,
AftermathDebrisPileBrickPlaster_210_01,
AgaveAmericana_01_S_A,
AgaveAmericana_01_S_B,
AgaveAmericanaPotted_01_S_B,
AirControlTower_02,
AirportTerminalLarge_01,
AirportTerminalStorage_01,
Anemometer_01,
AntennaRooftop_01,
AntennaSmall_01_A,
AntennaSmall_01_B,
Architecture_01_A,
Architecture_01_B,
Architecture_01_C,
Architecture_01_D,
AsphaltChunks_01,
AsphaltChunks_02,
AsphaltChunks_03,
AwningPlastic_01_256,
AwningPlastic_01_256_MP_Battery,
AwningPlastic_01_512,
AwningPlastic_01_512_MP_Battery,
BackdropMeshes,
BananaPlant_01_S_A,
BananaPlant_01_S_B,
BananaPotted_01_S_A,
BananaPotted_01_S_B,
BananaPotted_01_S_C,
BananaPotted_02_S_A,
BananaPotted_02_S_B,
BarrelBurned_01,
BarrelOil_01_B,
BarrelOil_01_D,
BarrelOil_01_group_04,
BarrelOil_01_group_06,
BarrelOil_03,
BarrierBlockConcrete_01_256x60,
BarrierBlockConcrete_02_128_60,
BarrierBlockConcrete_03_128_120,
BarrierConcreteWall_01_160x385,
BarrierHesco_01_128x120,
BarrierHesco_01_128x240,
BarrierPlastic_01,
BasketballNet_01,
Bench_01,
Bicycle_01_C,
BikeURack_01,
BlackLocust_01_M_A,
BlackLocust_01_M_B,
BlackLocust_01_S,
BlockClusterConcrete_01_B,
Bollard_01_C,
Bollard_03_B,
Bollard_04,
Books_01_D,
Bookshe01,
BooksPile_01_A,
BooksPile_01_C,
Bottle_02,
BottleKetchup_01,
Bougainvillea_01_L_B,
Bougainvillea_01_M,
BougainvilleaPotted_01_M,
BoxCardboard_01_A,
BoxCardboard_01_B,
BoxCardboard_01_C,
BoxCardboard_01_D,
BoxCardboard_01_E,
// Only the first 80 values are shown.
}RuntimeSpawn_Capstone (610 values)
enum RuntimeSpawn_Capstone {
ACModule_03,
ACUnit_03,
ACUnit_04,
ACUnit_04_Support,
AftermathDebrisPileVillage_120_01,
AntennaRooftop_01,
AntennaSmall_01_A,
AntennaTall_01,
AsphaltChunks_01,
AsphaltChunks_02,
AsphaltChunks_03,
Awning_02_A,
Awning_02_B,
Awning_02_C,
Awning_02_D,
BarrelBurned_01,
BarrelOil_01_B,
BarrelOil_01_D,
BarrelOil_01_group_05,
BarrelOilExplosive_01_DDPF_B,
BarrierBlockConcrete_01_256x60,
BarrierBlockConcrete_02_128_60,
BarrierBlockConcrete_03_128_120,
BarrierConcreteRoadSide_01_A,
BarrierConcreteRoadSide_01_A_DDPF,
BarrierConcreteRoadSide_01_B,
BarrierConcreteRoadSide_01_B_DDPF,
BarrierConcreteRoadSide_02_A,
BarrierConcreteRoadSide_02_B,
BarrierConcreteWall_01_192x320,
BarrierHesco_01_128x120,
BarrierHesco_01_128x240,
BarrierHesco_01_256x240,
BarrierHesco_01_64x60,
BarrierJersey_01_256x124_B,
BarrierJersey_02_256_120,
BasketballNet_01,
BenchRural_01,
BenchWood_01,
Bicycle_01_C,
BooksPile_01_A,
BooksPile_01_C,
BorderFence_01_2048,
BorderFence_01_512,
BorderFenceDoor_01,
BorderFenceDoorFrame_01,
Bottle_01_B,
Bottle_02,
BoxCardboard_01_A,
BoxCardboard_01_C,
BoxCardboard_01_D,
BoxCardboard_01_E,
BoxCardboardStackSmall_01,
BoxesCardboardStack_01_D,
BrokenAsphaltRidge_01,
BrokenAsphaltRidge_02_B,
BrokenAsphaltRidge_03_B,
Broom_01,
Bucket_01,
Bucket_02,
BucketMetal_01,
BunkerCollapse_01,
BunkerCollapse_01_B,
BunkerCollapseHesco_01,
CardboardPaper_02,
Carpet_01_D,
Carpet_02_Folded,
Carpet_02_Pile,
CarSedan_02,
CarSedan_02_Door_FrontLeft,
CarSedan_02_Door_FrontRight,
CarSedan_02_Door_RearLeft,
CarSedan_02_Door_RearRight,
CarSedan_02_Hood,
CarSedan_02_Trunk,
CarSedan_03,
CarSedan_03_Door_FrontLeft,
CarSedan_03_Door_FrontRight,
CarSedan_03_Door_RearLeft,
CarSedan_03_Door_RearRight,
// Only the first 80 values are shown.
}RuntimeSpawn_Common (1471 values)
enum RuntimeSpawn_Common {
AI_Spawner,
AI_WaypointPath,
AmmoChest_Small_01,
AmmoChest_Small_Ext_01,
AmmoChest_Small_Int_01,
AmmoChest_Small_Lid_01,
AreaTrigger,
BallGo01,
BarbedWire_01_B,
BarrelOil_01_A,
BarrelOilExplosive_01,
BarrelOilFire_01,
BarriersPedestrian_01_B,
BarrierStoneBlock_01_A,
BarrierStoneBlock_01_B,
BarrierStoneBlock_01_C,
BarrierStoneBlock_01_D,
BarrierStoneBlock_01_E,
BarrierStoneBlock_01_F,
BarrierStoneBlock_01_G,
BarrierStoneBlock_01_H,
Basketball_01,
BeverageFridge_01_B,
BroadleafUrban_01_L_A,
BroadleafUrban_01_M_B,
CameraSurveillance_01_B,
CapturePoint,
CautionSticker_01,
CCTVSign_01,
ChairPlastic_01_A,
ChairPlastic_01_B,
CinderblockStack_01_A_120,
CinderblockStack_01_A_180,
CinderblockStack_01_A_60,
CinderblockStack_01_B_120,
CinderblockStack_01_B_180,
CinderblockStack_01_B_60,
CinderblockStack_01_C_120,
CinderblockStack_01_C_180,
CommandPost_01_A,
CommandPost_01_DoorFront,
CommandPost_01_DoorRear,
CommandPost_01_Drone_Props,
CommandPost_01_PropsA,
CommandPost_01_PropsB,
CommandPost_01_PropsC,
ConcretePipe_01_512x160,
ConcretePipe_01_512x256,
ConstructionSetDoorwayConcrete_01_256x512x64,
ConstructionSetPillar_01_C_96x512x96,
ConstructionSetPillar01_A_128x512x128,
ConstructionSetPillarChip_01_B_128x512x128,
ConstructionSetRebar_01_A_96x512x32,
ConstructionSetRebar_01_A_96x512x32_Destructible,
ConstructionSetRebar_01_B_96x128x32,
ConstructionSetStairs_01_A_320x288x384,
ContainerStandard_01_1280,
Crate_01_A,
Crate_03_B,
CrateAmmo_01,
CrateAmmo_01_StackA,
CrateAmmo_01_StackB,
CrateAmmo_01_StackC,
CrateAmmo_01_StackD,
CrateAmmo_02,
CrateAmmo_03,
CrateMetal_01_B,
CrateWeapon_01,
CypressItalian_01_M_A,
DecalStrip_01_1024,
DecalStrip_01_2048,
DecalStrip_01_512,
DeployCam,
ElectricalOutletDimmer_01,
ElectricalOutletSockets_01,
ElectricalOutletSwitch_01,
EnvironmentDecalVolume_Winter_Event,
FireAlarmButton_01,
FiringRange_CableTray_01,
FiringRange_Ceiling_01_A,
// Only the first 80 values are shown.
}RuntimeSpawn_Contaminated (1346 values)
enum RuntimeSpawn_Contaminated {
ACUnit_03,
ACUnit_04_Support,
AftermathDebrisPileMetal_210_01,
AftermathDebrisRocks_310,
AftermathDebrisRocks_310_B,
AircraftWreckage_Jas39_01_Body,
AirDuct_02_A_256,
AirDuct_02_A_512,
AirDuct_02_A_Corner,
AirDuct_02_A_End,
AirDuct_02_A_Joint,
AirDuctPipe_01,
AirDuctPipe_01_C90,
AirDuctPipe_1024_01,
AirDuctPipe_256_01,
AirDuctPipe_256_C90_01,
AirDuctPipe_512_01,
AirDuctPipeCap_01,
AirplaneJAS39_01,
AirplaneJAS39_01_B,
AirplaneJAS39_01_C,
AirplaneJAS39_Repair_01,
AirplaneJAS39Body,
AirplaneJAS39Cab_01_Contaminated,
AirplaneJAS39Cloth_01,
AirplaneJAS39Cockpit_01,
AirplaneJAS39EnginePlugsBack_01,
AirplaneJAS39EnginePlugsLeft_01,
AirplaneJAS39EnginePlugsRight_01,
AirplaneJAS39Frame_01,
AirplaneJAS39Frame_01_Contaminated,
AirplaneJAS39Frame_02,
AirplaneJAS39FuelTank_01,
AirplaneJAS39LeftWing,
AlleyTrash_02,
AlleyTrash_06,
AlleyTrash_08,
AluminumBench_01,
Antenna_01,
Antenna_01_B,
Antenna_02_B,
AntennaRooftop_01,
AntennaSmall_01_A,
AntennaSmall_01_B,
AntennaTall_01,
AshTray_01_B,
AsphaltChunks_01,
AsphaltChunks_01_Snow,
AsphaltChunks_02,
AsphaltChunks_03,
Backpack_01_B,
Backpack_02,
Backpack_03,
BackroomStorageShe01,
BagTarp_01,
BannerFlag_01_Static_OnlyDamageProcess,
BannerFlag_02_Static_OnlyDamageProcess,
Barrack_01_A_1_Var_01,
Barrack_02,
Barrack_02_B,
Barrack_02_B_03_MP_Contaminated,
Barrack_02_B_Props_C,
Barrack_02_B_Props_E,
Barrack_02_E,
Barrack_02_F,
BarrackStair_01,
BarrackStair_01_B,
BarrelBurned_01,
BarrelLabratory_01_115,
BarrelLabratory_01_115_DDPF,
BarrelOil_01_D,
BarrelOil_01_group_04,
BarrelOil_01_group_05,
BarrelOil_01_group_06,
BarrelOil_03,
BarrierBlockConcrete_01_256x60,
BarrierBlockConcrete_02_128_60,
BarrierBlockConcrete_03_128_120,
BarrierBlockConcreteRound_01,
BarrierConcreteWall_01,
// Only the first 80 values are shown.
}RuntimeSpawn_Dumbo (1499 values)
enum RuntimeSpawn_Dumbo {
ACModule_01_VFX,
ACModule_02,
ACModule_02_VFX,
ACModule_03,
ACModule_04,
ACUnit_03_animated,
ACUnit_03_cover,
ACUnit_03_Running,
ACUnit_04,
ACUnit_04_cover,
ACUnitWindow_01_D,
Aftermath_DebrisPileConcrete_Skew_210_A_1,
AftermathDebrisPileBrickPlaster_120,
AftermathDebrisPileBrickPlaster_120_01,
AftermathDebrisPileBrickPlaster_120_A_1,
AftermathDebrisPileBrickPlaster_210,
AftermathDebrisPileBrickPlaster_210_01,
AftermathDebrisPileBrickPlaster_210_A_1,
AftermathDebrisPileConcrete_Skew_210_A,
AftermathDebrisPileConcrete_Skew_210_B,
AftermathDebrisPileConcrete_Skew_210_D,
AftermathDebrisPileRedBrick_01_A,
AftermathDebrisPileRedBrick_01_B,
AgaveAmericana_01_S_A,
AgaveAmericanaPotted_01_S_A,
Ailanthis_01_S,
Ailanthis_01_S_B,
Ailanthis_01_S_C,
Ailanthis_01_S_D,
Ailanthis_01_S_E,
AirDuct_1024_B,
AirDuct_512_B,
AirDuct_End_Bend_Up_A_Dull,
AirDuct_End_Vent,
AirDuctPipe_256_01,
AirDuctPipe_256_C90_01,
AirDuctPipe_512_01,
AirfieldBlastBarrier_01,
AlleyTrash_01,
AlleyTrash_02,
Antenna_01,
AntennaRooftop_01,
AntennaSmall_01_B,
Area02_Office_01,
Area02_Restroom_01,
Area03_Building_01,
Area03_Building_04,
Area03_Building_06,
Area03_GarbageRoom_01,
Area03_Restroom_01,
Area03_Restroom_02,
Area04_Building_01,
Area04_Building_02,
Area04_Building_03,
Area04_Building_04,
Area04_Building_06,
Area04_Building_08,
Area04_Building_09,
Area04_Scaffolding_01,
Area04_Scaffolding_02,
Area04_Tenement_01_1920x1728_C90_A_01,
Area05_Tenement_01_1920x1728_C90_A_01,
Area05_Tenement_01_1920x1728_C90_A_02,
Area05_Tenement_01_832x1728_A_02,
Area05_TenementHouse_01_832x1344_A_02,
Area05_TenementHouse_01_832x1344_A_03,
Area06_Building_01_B,
Area06_Building_02_B,
Area06_Building_03_B,
Area06_Building_04_B,
Area06_Building_05_B,
Area06_Building_06_B,
Area06_Tenement_01_1920x1728_C90_A_01,
Area06_Tenement_01_1920x1728_C90_A_02,
Area06_TenementHouse_01_832x1344_A_01,
Area06_TenementHouse_01_832x1344_A_02,
Area07_BlockBuilding_01,
Area07_Building_01_B,
Area07_Building_02_B,
Area07_Building_03_B,
// Only the first 80 values are shown.
}RuntimeSpawn_Eastwood (944 values)
enum RuntimeSpawn_Eastwood {
AcaciaUrban_01_S,
ACModule_01,
ACModule_03_animated,
AdirondackChair_01,
AftermathDebrisPileDrywall_Center_120_01,
AftermathDebrisPileDrywall_Center_120_01_B,
AftermathDebrisPileDrywall_Center_60_01,
AftermathDebrisPileDrywall_Center_60_01_B,
AftermathDebrisPileDrywall_Ramp_210_01,
AftermathDebrisPileDrywall_Ramp_210_01_B,
AgaveAmericana_01_S_A,
AgaveAmericana_01_S_B,
AgaveAmericanaPotted_01_S_A,
AntennaMast_01,
AntennaMastMetal_01,
AntennareciverMetal_01,
AshTray_01_B,
AshTray_01_VFX,
AshTrayCigarettes_01,
AsphaltChunks_01,
AsphaltChunks_02,
AsphaltChunks_03,
BackroomStorageShe01,
BagTarp_01,
BananaPlant_01_S_A,
BananaPlant_01_S_B,
BananaPotted_01_S_B,
BananaWi01_M,
BananaWildPotted_01_M,
BananaWildPotted_01_M_A_Oriental,
BarCounter_01_128,
BarCounterCabinet_01_B,
BarCounterCorner_01,
BarCounterEndLeft_01,
BarCounterEndRight_01,
BarCounterFridge_01,
BarCounterGlassFridge_01,
BarGantry_01,
BarrelBurned_01,
BarrelLabratory_01_115,
BarrelLabratory_01_115_DDPF,
BarrelOil_01_B,
BarrelOil_01_D,
BarrelOilExplosive_01_DDPF_B,
BarrierConcreteWall_01_192x320,
BarrierHesco_01_64x60,
BarrierJersey_01_256x124_B,
BarTableLong_01,
BasketballNet_01,
BathroomKit_01A,
BathroomSink_02,
BeachLoungeChair_01,
BeachRock_01,
BedSetSleepmat_01,
BeerTap_01,
Bicycle_01_B,
Bicycle_01_C,
Billboard_01,
Billboard_01_Ads_Food,
Billboard_Sign,
Bin_01,
Binoculars_01,
BirdsOfParadise_01_M_A,
BirdsOfParadise_01_M_B,
Bollard_01_256,
Bollard_01_512,
Bollard_01_D,
Bollard_04,
Bookcase_02,
Books_01_A,
Books_01_B,
Books_01_D,
BooksPile_01_A,
BooksPile_01_B,
BooksPile_01_C,
BooksPile_01_D,
Bottle_01_A,
Bottle_01_B,
Bottle_01_C,
Bottle_02,
// Only the first 80 values are shown.
}RuntimeSpawn_FireStorm (746 values)
enum RuntimeSpawn_FireStorm {
AcaciaUrban_01_S,
ACUnit_04,
AftermathDebrisPileConcrete_Center_120,
AftermathDebrisPileConcrete_Center_120_B,
AftermathDebrisPileConcrete_Skew_120,
AftermathDebrisPileConcrete_Skew_120_B,
AftermathDebrisPileConcrete_Skew_210_C,
AftermathDebrisPileConcrete_Skew_210_E,
AirDuct_02_A_256,
AirDuct_02_A_512,
AirDuct_02_A_End,
Antenna_01,
AntennaTall_01,
AsphaltChunks_01,
AsphaltChunks_02,
AsphaltChunks_03,
AviationLight_01,
Barrack_01_A_Firestorm,
BarrelBurned_01,
BarrelOil_03,
BarricadeboardsWood_01_B,
BarrierBlockConcrete_01_256x60,
BarrierBlockConcrete_03_128_120,
BarrierConcreteWall_01_160x385,
BarrierConcreteWall_01_192x320,
BarrierConcreteWall_01_192x320_A_DDPF,
BarrierConcreteWall_01_Row2,
BarrierConcreteWall_01_Row3,
BarrierConcreteWall_01_Row4,
BarrierConstruction_01_256_120,
BarrierConstruction_01_256_120_B,
BarrierConstruction_01_256_120_DDPF,
BarrierHesco_01_128x120,
BarrierHesco_01_128x120_DDPF,
BarrierHesco_01_128x240,
BarrierHesco_01_128x240_DDPF,
BarrierHesco_01_256x240,
BarrierHesco_01_64x60,
BarrierHesco_01_64x60_DDPF,
BarrierHesco_01_Row01b,
BarrierHesco_01_Row03,
BarrierHesco_01_Row06,
BarrierJersey_01_256x124_B,
BarrierPlastic_01,
BeamRefinery_01_A_32x32x256,
BeamRefinery_01_A_32x32x320,
BeamRefinery_01_A_32x32x768,
BeamRefinery_01_B_32x32x256,
BeamRefinery_01_B_32x32x512,
BeamRefinery_01_F_32x512,
BeamRefinery_01_F_CV90_128x128,
BeamRefinery_01_F_CV90_192x192,
BeamRefineryConnector_01_CV180_48x64,
BeamRefineryConnector_01_CV90_48x48,
BeamRefineryFoundation_01_1024x1024x320,
BeamRefineryFoundation_01_1152x128x320,
BeamRefineryFoundation_01_128x128x320,
BeamRefineryFoundation_01_144x144x320,
BeamRefineryFoundation_01_1536x128x320,
BeamRefineryFoundation_01_512x128x320,
BeamRefineryFoundation_01_80x80x320,
BedMilitary_01_B,
BenchRural_01,
Billboard_04_A,
Billboard_04_B,
Billboard_04_C,
Billboard_04_Sign,
BoxCardboard_01_C,
BoxCardboard_01_D,
BoxCardboard_01_E,
BoxCardboardStackSmall_01,
BoxesCardboardStack_03_A,
BoxesPallet_01_sand,
BoxesPallet_02,
BoxesPallet_03,
BR_StorageRoof_01_A_1024x512,
BR_StorageRoof_01_A_512,
BreachingSledgeHammer_01,
Brick_01,
BrickPile_01,
// Only the first 80 values are shown.
}RuntimeSpawn_GolmudRailway (1189 values)
enum RuntimeSpawn_GolmudRailway {
ACModule_01,
ACUnit_03,
ACUnit_03_animated,
ACUnit_03_Running,
ACUnit_04_Support,
ACUnitInterior_01,
AftermathDebrisPileBrickPlaster_120,
AftermathDebrisPileConcrete_Skew_120,
AftermathDebrisPileConcrete_Skew_120_B,
AftermathDebrisPileConcrete_Skew_210_A,
AftermathDebrisPileVillage_120_01,
AgaveAmericanaPotted_01_S_A,
AgaveAmericanaPotted_01_S_B,
AirConClusterBuildingSide_01,
AirplaneJAS39_Repair_01,
AlleyTrash_01,
AlleyTrash_02,
AlleyTrash_03,
AlleyTrash_04,
AlleyTrash_05,
AlleyTrash_06,
AlleyTrash_07,
AlleyTrash_08,
AluminumBench_01,
AmmoStack_01,
AnimalDungLarge_01,
Antenna_01,
Antenna_01_B,
Antenna_02,
AntennaMast_01,
AntennaMastMetal_01,
AntennaRooftop_01,
AntennaTall_01,
Apple_01,
AppleCluster_01,
ArabicCoffeeTable_01_B,
ArchwayFoundation_01,
Area_01_Base,
Area_01_MechanicalRoom_01,
Area_02_Base,
Area_02_SetDressing,
Area_03_base,
Area02_Scaffolding_01,
Area02_Structure_01,
AshTray_01,
AshTrayCigarettes_01,
AsphaltChunks_01,
AsphaltChunks_02,
AsphaltChunks_03,
AttackerHQAll_01,
Awning_02_A,
Awning_02_C,
AwningPlastic_01_512,
BackdropMountains_01,
Badlands_Flankbus,
BananaPlant_01_S_A,
BananaPotted_01_S_B,
BananaPotted_02_S_B,
BannerFlag_01_Static,
BannerFlag_02_Static_OnlyDamageProcess,
Barn_01,
Barn_01_Mirrored,
Barn_01_Props,
Barn_01_Props_Mirrored,
Barrack_01_A_Props_A_Golmud,
Barrack_01_Props_B_Golmud,
Barrack_02_B_Props,
Barrack_02_E,
Barrack_02_F,
BarrackCylindrical_Airstrip_01_Props_B,
BarrelOil_01,
BarrelOil_01_B,
BarrelOil_01_group_04,
BarrelOil_01_group_05,
BarrelOil_03,
BarrelOilExplosive_01_DDPF_B,
Barrels_01,
BarricadeboardsWood_01_A,
BarricadeboardsWood_01_B,
BarrierBlockConcrete_01_256x120,
// Only the first 80 values are shown.
}RuntimeSpawn_Granite_Downtown (1456 values)
enum RuntimeSpawn_Granite_Downtown {
_3DSignChavel1883_01,
_3DSignChavelNoir_01,
_3DSignDoubleDipDonuts_01,
_3DSignDoubleDipDonuts_02,
_3DSignFleurDeForet_01,
_3DSignImperia_01,
_3DSignKoada_01,
_3DSignLAtelier_01,
_3DSignLussore_01,
_3DSignSantoVernne_01,
_3DSignVisteria_01,
AcaciaUrban_01_S,
ACModule_01,
ACModule_02,
ACModule_03,
ACModule_04,
AgaveAmericana_01_S_A,
AgaveAmericana_01_S_B,
AirDuct_02_A_256,
AirDuct_02_A_512,
AirDuct_02_A_Corner,
AirDuct_02_A_End,
AirDuct_1024_A,
AirDuct_256,
AirDuct_512_A,
AirDuct_768,
AirDuct_Bend_90_128,
AirDuct_Bend_90_128_B,
AirDuct_End,
AirDuct_End_Bend_Up,
AlleyTrash_01,
AlleyTrash_02,
AluminumGangway_01_1024,
AntennaMastMetal_01,
AntennareciverMetal_01,
AntennaSmall_01_A,
AshTray_01_B,
AshTrayCigarettes_01,
AsphaltBrokenSmall_01,
AsphaltBrokenThick_01_512x512,
AsphaltChunks_01,
AsphaltChunks_02,
ATMMachine_01,
AutoCapture_Terrain,
Backpack_01,
Backpack_03,
BackroomStorageShe01,
BackroomStorageShe01_B,
BagTarp_01,
BananaPlant_01_S_A,
BananaPlant_01_S_B,
BananaPotted_01_S_C,
BananaPotted_02_S_B,
BannerPole_01,
BarCounter_01_128,
BarCounter_01_256,
BarCounterCabinet_03_128,
BarCounterCabinet_03_256,
BarCounterCorner_01,
BarCounterCorner_03,
BarCounterDivider_03_128,
BarCounterDivider_03_256,
BarCounterEndLeft_01,
BarricadeboardsWood_01_A,
BarrierBlockConcrete_01_256x60,
BarrierBlockConcrete_03_128_120,
BarrierConcreteWall_01_192x320,
BarrierConcreteWall_01_192x320_A_DDPF,
BarrierHesco_01_128x120,
BarrierHesco_01_128x120_DDPF,
BarrierHesco_01_128x240,
BarrierHesco_01_128x240_DDPF,
BarrierHesco_01_256x240,
BarrierJersey_01_256x124_B,
BarrierPlastic_01,
BarriersPedestrian_01_A,
BasketballNet_01,
BasketWicker_01,
BeachBall_01_B,
Beachfront_OutdoorDining_01,
// Only the first 80 values are shown.
}RuntimeSpawn_Granite_Marina (1417 values)
enum RuntimeSpawn_Granite_Marina {
_3DSignDoubleDipDonuts_01,
_3DSignDoubleDipDonuts_02,
_3DSignLussore_01,
_3DSignSantoVernne_01,
_3DSignVisteria_01,
AcaciaUrban_01_S,
ACModule_01,
ACModule_02,
ACModule_04,
AdirondackChair_01,
AgaveAmericana_01_S_A,
AgaveAmericana_01_S_B,
Airconditioner_01_B,
AirDuct_1024_A,
AirDuct_256,
AirDuct_512_A,
AirDuct_768,
AirDuct_Bend_90_128,
AirDuct_Bend_90_128_B,
AirDuct_End,
AirDuct_End_Bend_Up,
AlleyTrash_01,
AlleyTrash_02,
AlleyTrash_03,
AlleyTrash_04,
AlleyTrash_05,
AlleyTrash_07,
AlleyTrash_08,
AluminumGangway_01_1024,
AntennaRooftop_01,
AsphaltBrokenThick_01_512x512_CullSonner,
ATMMachine_01,
AutoCapture_Terrain,
Backpack_01,
BackroomStorageShe01,
BackroomStorageShe01_B,
BananaPlant_01_S_B,
BananaPotted_02_S_A,
BannerPole_01,
BarCounter_01_256,
BarCounter_01_256_B,
BarCounter_01_512,
BarCounterCorner_01,
BarCounterCorner_03,
BarCounterDivider_03_128,
BarCounterDivider_03_256,
BarCounterDrywall_01_A_Bottom_192x16x16,
BarCounterEndLeft_01,
BarCounterGlassFridge_01,
BarGantry_01,
BarrierBlockConcrete_01_256x60,
BarrierBlockConcrete_02_128_60,
BarrierConcreteWall_01_192x320,
BarrierConcreteWall_01_192x320_A_DDPF,
BarrierPlastic_01,
BarriersPedestrian_01_A,
BarShelves_01,
BarStool_01,
BarStool_01_B,
BarTableLong_01,
BasketballNet_01,
BathroomKit_01A,
BathroomSink_02,
Beach_TennisCourts_02,
BeachLoungeChair_01,
BeachRock_01,
BeachRock_03,
BeachSign_01,
BeachSteps_L_01,
Bed_01,
Bed_02,
BedFrame_02,
BedMattress_02,
BedWornFrame_01,
BedWornMattress_01,
BeerBoxStack_01_A,
BeerBoxStack_01_B,
BeerTap_01,
BenchWaterfront_01,
BenchWood_01,
// Only the first 80 values are shown.
}RuntimeSpawn_Granite_MilitaryRnD (1064 values)
enum RuntimeSpawn_Granite_MilitaryRnD {
AcaciaUrban_01_S,
ACModule_01,
ACModule_02,
ACModule_04,
ACUnit_04,
ACUnitInterior_01,
Airconditioner_01,
Airconditioner_01_B,
AirDuct_1024_A,
AirDuct_256,
AirDuct_512_A,
AirDuct_512_B,
AirDuct_Bend_90_128,
AirDuct_Bend_90_128_B,
AirDuct_Bend_T_90_128,
AirDuct_End,
AirDuct_End_Bend_Up,
AirDuct_TShape,
AirDuct_Vent,
AirfieldBlastBarrier_01,
AluminumBench_01,
AluminumGangway_01_1024,
Antenna_02,
AntennaMast_01,
AntennaMastMetal_01,
AntennareciverMetal_01,
AntennaRooftop_01,
AntennaSmall_01_B,
AntennaTall_01,
AsphaltBrokenThick_01_512x512,
AsphaltChunks_02,
AutoCapture_Terrain,
BackroomStorageShe01,
BarbedWire_01_A,
BarbedWire_01_C,
BarCounterCabinet_01_A,
BarCounterFridge_01,
Barrack_02_B,
Barrack_02_C,
Barrack_02_D,
BarrackCylindrical_Airstrip_01_LightingProps,
BarrackCylindrical_Airstrip_01_Props_B,
BarrackCylindricalDoorSmall_01,
BarrackCylindricalDoorSmallFrame_01,
BarrackStair_01,
BarrelLabratory_01_115,
BarrelLabratory_01_115_DDPF,
BarrelLabratory_01_cluster_A_2x3,
BarrelLabratory_01_cluster_A_2x3_DDPF,
BarrelLabratory_01_cluster_B_2x3x2,
BarrelLabratory_01_cluster_B_2x3x2_DDPF,
BarrelOil_01_B,
BarrelOil_01_C,
BarrelOil_01_D,
BarrelOil_01_group_04,
BarrelOil_01_group_05,
BarrelOil_01_group_06,
BarrelOil_03,
BarrelOilExplosive_01_cluster,
BarrelOilExplosive_01_cluster_A_DDPF,
BarrelOilExplosive_01_cluster_B,
BarrelOilExplosive_01_cluster_B_DDPF,
BarrelOilExplosive_01_DDPF_B,
BarricadeboardsWood_01_B,
BarrierBlockConcrete_03_128_120,
BarrierBlockConcreteRound_01,
BarrierConcreteWall_01_160x385,
BarrierConcreteWall_01_192x320,
BarrierConstruction_01_256_120_B,
BarrierConstructionFenceMetal_01_256_300,
BarrierHesco_01_128x120,
BarrierHesco_01_128x120_DDPF,
BarrierHesco_01_128x240,
BarrierHesco_01_256x240,
BarrierHesco_01_Row03,
BarrierJersey_01_256x124_B,
BarrierJersey_02_256_120,
BathroomCabinet_01,
BathroomCabinet_01_B,
BathroomSink_02,
// Only the first 80 values are shown.
}RuntimeSpawn_Granite_MilitaryStorage (1128 values)
enum RuntimeSpawn_Granite_MilitaryStorage {
Abra01_Chassis,
Abra01_Chassis_B,
Abra01_Tracks,
Abra01_Turret,
Abra01_Turret_B,
AbraCoveredTarp,
AcaciaUrban_01_S,
ACModule_01,
ACModule_02,
AluminumBench_01,
AmmoStack_01,
AntennaMast_01,
AntennaMastMetal_01,
AntennareciverMetal_01,
AntennaSmall_01_B,
AntennaTall_01,
AsphaltRubblePile_01,
AutoCapture_Terrain,
BackroomStorageShe01,
Barrack_01_A_Props_F,
Barrack_02_A_Props,
Barrack_02_A_SecurityCheckPoint,
Barrack_02_C,
Barrack_02_D,
Barrack_02_LightingProps,
BarrackStair_01,
BarrackStair_01_B,
BarrelLabratory_01_115,
BarrelLabratory_01_115_DDPF,
BarrelLabratory_01_cluster_A_2x3,
BarrelLabratory_01_cluster_A_2x3_DDPF,
BarrelOil_01_B,
BarrelOil_01_C,
BarrelOil_01_D,
BarrelOil_01_group_04,
BarrelOil_01_group_05,
BarrelOil_01_group_06,
BarrelOil_03,
BarrelOilExplosive_01_cluster,
BarrelOilExplosive_01_cluster_A_DDPF,
BarrelOilExplosive_01_cluster_B,
BarrelOilExplosive_01_cluster_B_DDPF,
BarrelOilExplosive_01_DDPF_B,
BarrierBlockConcrete_01_256x120,
BarrierBlockConcrete_01_256x60,
BarrierBlockConcrete_02_128_60,
BarrierBlockConcrete_03_128_120,
BarrierConcreteWall_01_192x320,
BarrierConcreteWall_01_192x320_A_DDPF,
BarrierConstruction_01_256_120_B,
BarrierConstruction_01_256_120_DDPF,
BarrierConstructionFenceMetal_01_256_300,
BarrierHesco_01_128x120,
BarrierHesco_01_128x120_DDPF,
BarrierHesco_01_128x240,
BarrierHesco_01_128x240_DDPF,
BarrierHesco_01_256x240,
BarrierHesco_01_64x60,
BarrierHesco_01_Row04b,
BarrierJersey_01_256x124_B,
BarrierPlastic_01,
BeamRefinery_01_A_32x32x320,
BeamRefinery_01_A_32x32x416,
BeamRefinery_01_B_32x32x256,
BeamRefinery_01_F_32x256,
BeamRefinery_01_F_CV90_128x128,
BeamRefineryConnector_01_CV180_48x64,
BeamRefineryConnector_01_CV90_48x48,
BeamRefineryFoundation_01_1024x1024x320,
BeamRefineryFoundation_01_144x144x320,
BeamRefineryFoundation_01_512x128x320,
BeamRefineryFoundation_01_80x80x320,
BeerBoxStack_01_B,
Billboard_01,
Billboard_01_Ads_FireEvac,
Billboard_Sign,
Bin_01,
BlockClusterConcrete_01_A,
Bollard_01_256,
Bollard_01_512,
// Only the first 80 values are shown.
}RuntimeSpawn_Granite_ResidentialNorth (909 values)
enum RuntimeSpawn_Granite_ResidentialNorth {
AcaciaUrban_01_S,
ACModule_04,
ACUnit_03,
AgaveAmericana_01_S_A,
AgaveAmericana_01_S_B,
AlleyTrash_02,
AsphaltBrokenThick_01_512x512,
AsphaltBrokenThick_01_512x512_CullSonner,
AsphaltChunks_01,
AutoCapture_Terrain,
BackroomStorageShe01,
BackroomStorageShe01_B,
BananaPlant_01_S_A,
BananaWi01_M,
BananaWildPotted_01_M,
BarCounter_01_128,
BarCounter_01_128_B,
BarCounter_01_256,
BarCounter_01_256_B,
BarCounter_01_512,
BarCounter_01_512_B,
BarCounterCabinet_01_A,
BarCounterCabinet_01_B,
BarCounterCabinet_03_128,
BarCounterCabinet_03_256,
BarCounterCorner_01,
BarCounterCorner_01_B,
BarCounterCorner_03,
BarCounterDrywall_01_A_Bottom_192x16x16,
BarCounterDrywall_01_A_Side_128x32x16,
BarCounterDrywall_01_A_Side_64x32x16,
BarCounterEndLeft_01,
BarCounterGlassFridge_01,
BarCounterWorkStation_01,
BarGantry_01,
Barrack_01_A,
BarrelLabratory_01_115,
BarrelLabratory_01_115_DDPF,
BarrierPlastic_01,
BarShelves_01,
BarShelves_02,
BarShelvesColumns_01,
BarShelvesColumns_02,
BarSign_01,
BarSoffit_01,
BarSoffit_01_A_128x183_C90,
BarSoffit_01_A_128x33,
BarSoffit_01_A_128x522,
BarSoffit_01_A_128x588,
BarStool_01_B,
BathroomKit_01A,
BathroomSink_02,
BeachLoungeChair_01,
BeachTrailStairs_01,
Bed_01,
Bed_02,
BedFrame_02,
BedMattress_02,
BedWornMattress_01,
BenchWooden_01_B,
Billboard_01,
Billboard_01_Ads_RealEstate_B,
Billboard_03,
Billboard_Sign,
Bin_01,
BirdsOfParadise_01_M_A,
BirdsOfParadise_01_M_B,
Bollard_01_A,
Bookcase_02,
Books_01_D,
Bougainvillea_01_L_A,
Bougainvillea_01_L_B,
BoxCardboard_01_A,
BoxCardboard_01_C,
BoxCardboard_01_D,
BoxCardboard_01_E,
BoxCardboardStackSmall_01,
BoxesCardboardStack_01_A,
BoxesCardboardStack_02_A,
BoxesCardboardStack_02_B,
// Only the first 80 values are shown.
}RuntimeSpawn_Granite_TechCenter (834 values)
enum RuntimeSpawn_Granite_TechCenter {
AcaciaUrban_01_S,
AluminumBench_01,
AP_Planter_Grass_02,
AP_Planter_PurpleFlowers_01,
AP_PolyPlane_01,
ArtExhibitBase_128x128x128_01,
AsphaltBrokenThick_01_512x512,
AsphaltChunks_01,
AsphaltChunks_03,
AutoCapture_Terrain,
BackroomStorageShe01,
BananaWi01_M,
BarbedWire_01_A,
BarbedWire_01_C,
BarGantry_01,
BarrelOil_01_C,
BarrelOil_01_D,
BarrelOil_01_group_04,
BarrelOil_01_group_05,
BarrelOil_01_group_06,
BarrelOil_03,
BarrelOilExplosive_01_DDPF_B,
BarrierConstruction_01_256_120_B,
BarrierConstruction_01_256_120_DDPF,
BarrierHesco_01_128x120,
BarrierHesco_01_128x120_DDPF,
BarrierHesco_01_Row03,
BarrierJersey_01_256x124_B,
BarrierJerseyFence_01_ENKARE_Blue,
BarrierJerseyFence_01_ENKARE_Blue_B,
BarrierJerseyFence_01_ENKARE_Yellow,
BarrierJerseyFence_01_ENKARE_Yellow_B,
BarrierPlastic_01,
BarTableLong_01,
BathroomCabinet_01_B,
BathroomSink_02,
BeachTrailStairs_01,
BeerTap_01,
BeverageFridge_01_A,
BikeRackLong_01,
Billboard_01,
Billboard_01_Ads_FireEvac,
Billboard_02,
Billboard_04_Sign,
Billboard_04_Sign_NY_Ad_RealEstate_B,
Billboard_Sign,
Bin_01,
BirdsOfParadise_01_M_B,
Bollard_01_A,
Bollard_01_D,
Bookcase_02,
BoxCardboard_01_C,
BoxCardboard_01_D,
BoxCardboard_01_E,
BoxesCardboardStack_01_A,
BoxesCardboardStack_01_D,
BoxesCardboardStack_02_A,
BoxesCardboardStack_02_B,
BoxesCardboardStack_02_C,
BoxesCardboardStack_03_B,
Boxwood_01_L,
Boxwood_01_M,
Boxwood_01_S,
BoxwoodWall_01_1024x120,
BoxwoodWall_01_1024x220,
BoxwoodWall_01_256x120,
BoxwoodWall_01_256x220,
BoxwoodWall_01_256x60,
BoxwoodWall_01_512x120,
BoxwoodWall_01_512x220,
BR_PlasterWall_02_B_C22,
BrickConcretePile_01,
Bridge_Expansion_Joints_01,
Bridge_ExpansionJoint_01,
Bridge_rest,
BroadleafUrban_01_L_B,
BroadleafUrban_01_M_A,
BrokenRoad_02,
Broom_01,
BusStop_01_A,
// Only the first 80 values are shown.
}RuntimeSpawn_Granite_Underground (1430 values)
enum RuntimeSpawn_Granite_Underground {
AcaciaUrban_01_S,
ACModule_01,
ACModule_02,
ACModule_03,
ACModule_04,
AirDuct_01_A_1024,
AirDuct_01_C135,
AirDuct_02_A_256,
AirDuct_02_A_512,
AirDuct_02_A_512_NBRK,
AirDuct_02_A_Corner_NBRK,
AirDuct_02_A_End,
AirDuct_02_A_End_NBRK,
AirDuct_02_A_Joint,
AirDuct_1024_A,
AirDuct_1024_B,
AirDuct_256,
AirDuct_512_A,
AirDuct_512_B,
AirDuct_768,
AirDuct_Bend_90_128,
AirDuct_Bend_90_128_B,
AirDuct_Bend_T_90_128,
AirDuct_End,
AirDuct_End_Bend_Up,
AirDuct_End_Vent,
AirDuct_TShape,
AirDuct_Vent,
AirDuctDamaged_B_1024,
AirDuctPipe_01,
AirDuctPipe_01_C90,
AirDuctPipe_1024_01,
AirDuctPipe_256_01,
AirDuctPipe_256_02,
AirDuctPipe_256_C90_01,
AirDuctPipe_512_01,
AirDuctPipeBrace_01,
AirDuctPipeCap_01,
AlleyTrash_01,
AlleyTrash_03,
AntennaMast_01,
AntennaMastMetal_01,
AntennareciverMetal_01,
Area_01_Base,
Area_02_Base,
Area_02_SetDressing,
Area_03_base,
Area_04_Base,
AsphaltDebris_02,
AsphaltDebris_03,
AsphaltRubblePile_01,
AutoCapture_Terrain,
BackroomStorageShe01,
BarbedWire_01_A,
BarbedWire_01_C,
BarCounterFridge_01,
BarCounterGlassFridge_01,
Barrack_02_LightingProps,
BarrelLabratory_01_115,
BarrelLabratory_01_115_DDPF,
BarrelLabratory_01_64,
BarrelLabratory_01_cluster_A_2x3,
BarrelLabratory_01_cluster_A_2x3_DDPF,
BarrelLabratory_01_cluster_B_2x3x2,
BarrelLabratory_01_cluster_B_2x3x2_DDPF,
BarrelOil_01_B,
BarrelOil_01_C,
BarrelOil_01_D,
BarrelOil_01_group_04,
BarrelOil_01_group_05,
BarrelOil_01_group_06,
BarrelOil_03,
BarrelOilExplosive_01_cluster,
BarrelOilExplosive_01_cluster_A_DDPF,
BarrelOilExplosive_01_cluster_B,
BarrelOilExplosive_01_cluster_B_DDPF,
BarrelOilExplosive_01_DDPF_B,
BarrelWater_01,
BarricadeboardsWood_01_B,
BarrierBlockConcrete_01_256x60,
// Only the first 80 values are shown.
}RuntimeSpawn_Limestone (927 values)
enum RuntimeSpawn_Limestone {
ACModule_02,
ACModule_03,
ACModule_04,
ACUnit_03,
ACUnit_03_animated,
ACUnit_03_Running,
ACUnit_04,
ACUnit_04_Off,
AftermathDebrisPileBrickPlaster_120,
AftermathDebrisPileBrickPlaster_120_01,
AftermathDebrisPileConcrete_Skew_210_A,
AftermathDebrisPileConcrete_Skew_210_D,
AgaveAmericana_01_S_A,
AgaveAmericana_01_S_B,
AgaveAmericanaPotted_01_S_A,
AirControlTower_02,
AirportTerminalStorage_01,
Anemometer_01,
AntennaRooftop_01,
AntennaSmall_01_A,
AntennaSmall_01_B,
Apple_01,
AppleCluster_01,
AppleCluster_02,
Architecture_01_A,
Architecture_01_B,
Architecture_01_C,
Architecture_01_D,
Architecture_01_E,
Architecture_01_F,
Architecture_01_G,
Architecture_01_H,
Architecture_01_I,
Architecture_01_J,
Architecture_01_K,
Architecture_01_L,
Architecture_01_M,
Architecture_01_N,
Architecture_01_O,
Architecture_01_P,
Architecture_01_Q,
Artichoke_01,
AwningPlastic_01_512,
AwningPlastic_01_512_MP_Battery,
AwningPlasticSheet_01,
AwningSmallShort_01,
Backdrop_01,
BackdropMeshes,
Banana_01,
BananaCluster_01,
BananaPlant_01_S_B,
BananaPotted_02_S_A,
BannerFlag_01_Static,
BarricadeboardsWood_01_A,
BarrierPlastic_01,
Basketball_01_B,
Bench_01,
Bicycle_01_C,
BikeURack_01,
Bollard_01_C,
Bollard_04,
Books_01_A,
Books_01_C,
Books_01_D,
Bookshe01,
BooksPile_01_A,
Bottle_02,
BottleKetchup_01,
Bougainvillea_01_L_A,
Bougainvillea_01_L_B,
Bougainvillea_01_M,
BougainvilleaPotted_01_M,
BoxCardboard_01_A,
BoxCardboard_01_C,
BoxCardboard_01_E,
BoxesCardboardStack_01_A,
BoxesCardboardStack_02_A,
BoxShoe_01,
Boxwood_01_L,
BR_Archway_03,
// Only the first 80 values are shown.
}RuntimeSpawn_Outskirts (842 values)
enum RuntimeSpawn_Outskirts {
ACModule_03,
ACUnit_03,
ACUnit_03_animated,
ACUnit_03_Running,
AftermathDebrisPileConcrete_Skew_210_A,
AftermathDebrisPileConcrete_Skew_210_D,
Airconditioner_01,
AlleyTrash_02,
AntennaRooftop_01,
Apple_01,
AppleCluster_01,
AppleCluster_02,
Area02_Scaffolding_01,
AsphaltChunks_01,
AsphaltChunks_02,
AsphaltChunks_03,
Awning_02_B,
Awning_02_C,
AwningPlastic_01_256,
AwningPlastic_01_512,
Barrack_01_A_Outskirts,
Barrack_01_B,
Barrack_01_B_Outskirts,
BarrackFoundation_01,
BarrackStair_01,
BarrelBurned_01,
BarrelOil_01_B,
BarrelOil_01_C,
BarrelOil_01_D,
BarrelOil_01_group_04,
BarrelOil_01_group_05,
BarrelOil_03,
BarrelWater_01,
BarricadeboardsWood_01_A,
BarricadeboardsWood_01_B,
BarrierConcreteWall_01_160x385,
BarrierHesco_01_128x120,
BarrierHesco_01_128x120_DDPF,
BarrierHesco_01_128x240,
BarrierHesco_01_128x240_DDPF,
BarrierHesco_01_256x240,
BarrierHesco_01_64x60,
BarrierHesco_01_Row02,
BarrierHesco_Pile,
BarrierPlastic_01,
BasketWicker_01,
Bedding_Set_01_Sheet,
Bedding_Set_02_A_02,
Bedding_Set_02_B,
BeddingRural_01_A,
BeddingRural_01_D,
BedWornMattress_01,
BeerBoxStack_01_A,
BenchWood_01,
Billboard_01,
Billboard_02,
Billboard_04_C,
Billboard_Sign,
Billboard_Sign_03,
Billboard_Sign_04,
BillboardBuilding_01_A,
BillboardBuilding_01_B,
BillboardBuilding_02,
BooksPile_01_A,
Bottle_01_A,
Bottle_01_B,
BoxCardboard_01_A,
BoxCardboard_01_B,
BoxCardboard_01_D,
BoxesCardboardStack_01_A,
BoxesCardboardStack_02_A,
BoxesCardboardStack_03_B,
BR_OutskirtsHouseMediumGround_01,
BR_OutskirtsHouseMediumIntermediate_01,
Brick_01_B,
Brick_01_C,
Brick_01_D,
Brick_01_E,
Brick_01_F,
BrickConcretePile_01,
// Only the first 80 values are shown.
}RuntimeSpawn_Sand (1346 values)
enum RuntimeSpawn_Sand {
ACModule_01,
ACModule_02,
ACModule_03,
ACModule_03_animated,
ACModule_03_Running,
ACUnit_03,
ACUnit_03_animated,
ACUnit_03_cover,
ACUnit_03_Running,
ACUnit_04,
ACUnit_04_cover,
ACUnitWindow_01_B,
AftermathDebrisPileConcrete_Skew_210_B,
AftermathDebrisPileConcrete_Skew_210_D,
AirConClusterBuildingSide_01,
AirConClusterBuildingSide_02,
AirConClusterBuildingSide_03,
AirConClusterBuildingSide_04,
AirConClusterBuildingSide_05,
AirConClusterBuildingSide_06,
Anemometer_01,
AntennaMast_01_BD,
AntennaMastMetal_01,
AntennareciverMetal_01,
AntennaRooftop_01,
AntennaSmall_01_A,
AntennaSmall_01_B,
Apple_01,
AppleCluster_01,
AppleCluster_02,
ArabicCoffeePlate_01,
ArabicCoffeeTable_01_A,
ArabicCoffeeTable_01_B,
ArchwayFoundation_01,
ArrabicCoffeeTable_01,
Artichoke_01,
ArtichokeCluster_01,
AsphaltChunks_01,
AsphaltChunks_02,
AsphaltChunks_03,
Awning_02_C,
AwningCommercial_02,
AwningLamps_02,
AwningLamps_03,
AwningLargeFlat_01,
AwningPlastic_01_256,
AwningPlastic_01_512,
AwningPlastic_01_512_B,
AwningPlasticSheet_01,
AwningWoodO01_128,
AwningWoodO02_256,
BalconyBayWindow_01,
BalconyWood_03,
BalconyWood_04,
Banana_01,
BananaCluster_01,
BananaPlant_01_S_A,
BananaPlant_01_S_B,
BananaPotted_01_S_A,
BananaPotted_01_S_B,
BananaPotted_01_S_C,
BananaPotted_02_S_A,
BananaWi01_M,
BananaWildPotted_01_M_A_Oriental,
BarrelBurned_01,
BarrelOil_01_B,
BarrelOil_01_D,
BarricadeboardsWood_01_A,
BarricadeboardsWood_01_B,
BarrierConcreteWall_01_192x320,
BarrierConcreteWall_01_192x320_A_DDPF,
BarrierConcreteWall_01_Row3,
BarrierHesco_01_128x120,
BarrierHesco_01_128x120_DDPF,
BarrierHesco_01_128x240,
BarrierHesco_01_128x240_DDPF,
BarrierJersey_01_256x124_B,
BarrierJersey_03_256x80,
BarrierJerseyEnd_03_256x80,
BasketCluster_01,
// Only the first 80 values are shown.
}RuntimeSpawn_Subsurface (980 values)
enum RuntimeSpawn_Subsurface {
ACModule_01,
ACModule_02,
ACUnit_03_animated,
ACUnit_03_Running,
ACUnit_04_Support,
AftermathDebrisPileConcrete_Center_120,
AftermathDebrisPileConcrete_Skew_120_C,
AftermathDebrisRocks_210,
AftermathJet_Skew_210,
AircraftWreckage_Jas39_01_Body,
AirDuct_01_C135,
AirDuct_02_A_256,
AirDuct_02_A_256_B,
AirDuct_02_A_Corner,
AirDuct_02_A_End,
AirDuct_02_A_Joint,
AirDuct_02_C135,
AirDuct_1024_A,
AirDuct_1024_B,
AirDuct_1024_C,
AirDuct_256,
AirDuct_256_B,
AirDuct_512_A,
AirDuct_512_B,
AirDuct_768,
AirDuct_Bend_90_128,
AirDuct_Bend_90_128_B,
AirDuct_Bend_T_90_128,
AirDuct_End,
AirDuct_End_Bend_Up,
AirDuct_End_Vent,
AirDuct_TShape,
AirDuctDamaged_B_1024,
AirDuctPipe_01,
AirDuctPipe_01_C90,
AirDuctPipe_1024_01,
AirDuctPipe_256_01,
AirDuctPipe_256_02,
AirDuctPipe_256_C90_01,
AirDuctPipe_512_01,
AirDuctPipeCap_01,
AirplaneJAS39_01,
AirplaneJAS39Body,
AirplaneJAS39Body_B,
AirplaneJAS39Cab,
AirplaneJAS39Cockpit_01,
AirplaneJAS39Cover,
AirplaneJAS39Frame_01,
AirplaneJAS39Frame_01_B,
AirplaneJAS39Frame_02,
AirplaneJAS39FuelTank_01,
AirplaneJAS39Nose,
AirplaneJAS39Panel,
AirplaneJAS39PanelFrame_01,
AirplaneJAS39PanelFrame_01_B,
AirplaneJAS39TailWing,
AshTray_01_B,
AshTrayCigarettes_01,
AsphaltChunks_01,
AsphaltChunks_01_B,
AsphaltChunks_02,
AsphaltChunks_02_B,
AsphaltChunks_03,
AsphaltChunks_03_B,
AttackerHQAll_01,
Backpack_01_B,
Backpack_02,
Backpack_03,
BagTarp_01,
Banana_01,
BannerFlag_01_Static,
BarrelBurned_01,
BarrelOil_03,
BarrelWater_01,
BarrierBlockConcrete_01_256x60,
BarrierBlockConcrete_02_128_60,
BarrierBlockConcrete_03_128_120,
BarrierConcreteWall_01_192x320,
BarrierConcreteWall_01_192x320_A_DDPF,
BarrierHesco_01_128x120,
// Only the first 80 values are shown.
}RuntimeSpawn_Tungsten (877 values)
enum RuntimeSpawn_Tungsten {
ACUnit_04,
AftermathDebrisPileConcrete_Center_120,
AftermathDebrisPileConcrete_Center_60,
AftermathDebrisPileConcrete_Skew_120,
AftermathDebrisPileConcrete_Skew_210_C,
AftermathDebrisPileConstruction_Ramp_512_01,
AftermathDebrisPileConstruction_Ramp_512_01_B,
AftermathDebrisPileVillage_120_01,
AntennaRooftop_01,
Apple_01,
AppleCluster_02,
Awning_02_B,
Awning_02_C,
Barrack_01_A_Tungsten_1,
Barrack_01_Props_B,
Barrack_01_Props_C,
BarrelBurned_01,
BarrelOil_01_B,
BarrelOil_01_D,
BarrelOil_03,
BarrelOilExplosive_01_DDPF_B,
BarrelTools_01,
BarrelWater_01,
BarrierHesco_01_128x120,
BarrierHesco_01_128x240,
BarrierJersey_01_256x124_B,
Bedding_Set_01_Sheet,
Bedding_Set_02,
Bedding_Set_02_A_02,
Bedding_Set_02_B,
Bedding_Set_02_B_02,
BeddingRural_01_A,
BedMilitary_01_B,
BenchRural_01,
BenchWood_01,
Bicycle_01_C,
Birch_01_L,
Birch_01_L_B,
Birch_01_L_C,
Birch_01_M_D,
Books_01_A,
Books_01_B,
Books_01_D,
Bookshe01,
BooksPile_01_A,
BooksPile_01_C,
Bottle_01_A,
Bottle_01_B,
Bottle_01_C,
BoxCardboard_01_D,
BoxesCardboardStack_02_A,
BoxesCardboardStack_03_B,
BR_VillageShackWall_01,
BrickConcretePile_01,
BrickPileLarge_01,
BrickPileSmall_01,
Broom_01,
Bucket_01,
Bucket_02,
Bucket_02_Apples,
BucketMetal_01,
Buckets_01_A,
Buckets_01_B,
BulkBag_01,
CabinetRural_01,
CableFloor_02,
CableFloor_03,
CableReel_01,
CableRoll_01,
Campfire_01,
CardboardBoxes_01_B,
CardboardPaper_01,
CardboardPaper_02,
CardboardTrashPile_01_A,
Carpet_01_A,
Carpet_01_B,
Carpet_01_C,
Carpet_01_D,
Carpet_01_E,
Carpet_01_F,
// Only the first 80 values are shown.
}ScoreboardType (5 values)
enum ScoreboardType {
CustomFFA,
CustomTwoTeams,
DefaultFFA,
NotSet,
Off,
}ScreenEffects (4 values)
enum ScreenEffects {
Night,
Saturated,
Stealth,
VL7,
}SoldierClass (4 values)
enum SoldierClass {
Assault,
Engineer,
Recon,
Support,
}SoldierEffects (3 values)
enum SoldierEffects {
FreezeStatusEffect,
HeatStatusEffect,
VL7Effect,
}SoldierStateBool (21 values)
enum SoldierStateBool {
IsAISoldier,
IsAlive,
IsBeingRevived,
IsCrouching,
IsDead,
IsFiring,
IsInAir,
IsInteracting,
IsInVehicle,
IsInWater,
IsJumping,
IsManDown,
IsOnGround,
IsParachuting,
IsProne,
IsReloading,
IsReviving,
IsSprinting,
IsStanding,
IsVaulting,
IsZooming,
}SoldierStateNumber (6 values)
enum SoldierStateNumber {
CurrentHealth,
CurrentWeaponAmmo,
CurrentWeaponMagazineAmmo,
MaxHealth,
NormalizedHealth,
Speed,
}SoldierStateVector (4 values)
enum SoldierStateVector {
EyePosition,
GetFacingDirection,
GetLinearVelocity,
GetPosition,
}SpawnModes (3 values)
enum SpawnModes {
AutoSpawn,
Deploy,
Spectating,
}SpectatingGroup (3 values)
enum SpectatingGroup {
All,
Squad,
Team,
}SpotStatus (4 values)
enum SpotStatus {
SpotInBoth,
SpotInMinimap,
SpotInWorld,
Unspot,
}Stance (3 values)
enum Stance {
Crouch,
Prone,
Stand,
}StationaryEmplacements (3 values)
enum StationaryEmplacements {
BGM71TOW,
GDF009,
M2MG,
}Types (112 values)
enum Types {
AreaTrigger,
Array,
Boolean,
CapturePoint,
DamageType,
DeathType,
EmplacementSpawner,
Enum_AiInput,
Enum_AmmoTypes,
Enum_Cameras,
Enum_CustomNotificationSlots,
Enum_Factions,
Enum_Gadgets,
Enum_GolmudTrainMoveCommands,
Enum_GolmudTrainStopReason,
Enum_GolmudTrainVariants,
Enum_InventorySlots,
Enum_Maps,
Enum_MoveSpeed,
Enum_MusicEvents,
Enum_MusicPackages,
Enum_MusicParams,
Enum_PlayerDamageTypes,
Enum_PlayerDeathTypes,
Enum_PlayerFilterTypes,
Enum_RestrictedInputs,
Enum_ResupplyTypes,
Enum_RuntimeSpawn_Abbasid,
Enum_RuntimeSpawn_Aftermath,
Enum_RuntimeSpawn_Badlands,
Enum_RuntimeSpawn_Battery,
Enum_RuntimeSpawn_Capstone,
Enum_RuntimeSpawn_Common,
Enum_RuntimeSpawn_Contaminated,
Enum_RuntimeSpawn_Dumbo,
Enum_RuntimeSpawn_Eastwood,
Enum_RuntimeSpawn_FireStorm,
Enum_RuntimeSpawn_GolmudRailway,
Enum_RuntimeSpawn_Granite_Downtown,
Enum_RuntimeSpawn_Granite_Marina,
Enum_RuntimeSpawn_Granite_MilitaryRnD,
Enum_RuntimeSpawn_Granite_MilitaryStorage,
Enum_RuntimeSpawn_Granite_ResidentialNorth,
Enum_RuntimeSpawn_Granite_TechCenter,
Enum_RuntimeSpawn_Granite_Underground,
Enum_RuntimeSpawn_Limestone,
Enum_RuntimeSpawn_Outskirts,
Enum_RuntimeSpawn_Sand,
Enum_RuntimeSpawn_Subsurface,
Enum_RuntimeSpawn_Tungsten,
Enum_ScoreboardType,
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,
// Only the first 80 values are shown.
}UIAnchor (9 values)
enum UIAnchor {
BottomCenter,
BottomLeft,
BottomRight,
Center,
CenterLeft,
CenterRight,
TopCenter,
TopLeft,
TopRight,
}UIBgFill (9 values)
enum UIBgFill {
Blur,
GradientBottom,
GradientLeft,
GradientRight,
GradientTop,
None,
OutlineThick,
OutlineThin,
Solid,
}UIButtonEvent (6 values)
enum UIButtonEvent {
ButtonDown,
ButtonUp,
FocusIn,
FocusOut,
HoverIn,
HoverOut,
}UIDepth (2 values)
enum UIDepth {
AboveGameUI,
BelowGameUI,
}UIImageType (8 values)
enum UIImageType {
CrownOutline,
CrownSolid,
None,
QuestionMark,
RifleAmmo,
SelfHeal,
SpawnBeacon,
TEMP_PortalIcon,
}VehicleCategories (7 values)
enum VehicleCategories {
Air_All,
Air_Heli,
Air_Plane,
Ground_All,
Ground_Combat,
Ground_Transport,
Naval_All,
}VehicleList (26 values)
enum VehicleList {
Abrams,
AH64,
AH6M,
AH6M_Pax,
Cheetah,
Couch,
CV90,
DirtBike,
DirtBike_Pax,
Eurocopter,
F16,
F22,
Flyer60,
Gepard,
GolfCart,
JAS39,
Leopard,
M2Bradley,
Marauder,
Marauder_Pax,
Quadbike,
RHIB,
SU57,
UH60,
UH60_Pax,
Vector,
}VehicleStateVector (3 values)
enum VehicleStateVector {
FacingDirection,
LinearVelocity,
VehiclePosition,
}VoiceOverEvents2D (61 values)
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)
enum VoiceOverFlags {
Alpha,
Bravo,
Charlie,
Delta,
Echo,
Foxtrot,
Golf,
Hotel,
India,
}WeaponAttachments (329 values)
enum WeaponAttachments {
Ammo_Buckshot,
Ammo_Flechette,
Ammo_FMJ,
Ammo_Frangible,
Ammo_Hollow_Point,
Ammo_Match_Grade,
Ammo_Polymer_Case,
Ammo_Slugs,
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_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_Custom,
Barrel_18_EBR,
Barrel_18_Extended,
Barrel_18_US_LB,
Barrel_180mm_Prototype,
Barrel_180mm_Standard,
Barrel_185_Factory,
Barrel_189_Factory,
Barrel_189_Prototype,
Barrel_20_Factory,
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_24_Bravo,
Barrel_24_Extended,
Barrel_24_Fluted,
Barrel_24_Full,
Barrel_240mm_Fluted,
Barrel_240mm_SB,
Barrel_245mm_Custom,
// Only the first 80 values are shown.
}Weapons (57 values)
enum Weapons {
AssaultRifle_AK4D,
AssaultRifle_B36A4,
AssaultRifle_KORD_6P67,
AssaultRifle_L85A3,
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_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_PW5A3,
SMG_PW7A2,
SMG_SCW_10,
SMG_SGX,
SMG_SL9,
SMG_UMG_40,
SMG_USG_90,
Sniper_M2010_ESR,
Sniper_Mini_Scout,
Sniper_PSR,
Sniper_SV_98,
}WorldIconImages (16 values)
enum WorldIconImages {
Alert,
Assist,
Bomb,
BombArmed,
Cross,
DangerPing,
Diffuse,
EMP,
Explosion,
Eye,
FilledPing,
Flag,
Hazard,
Skull,
SquadPing,
Triangle,
}Modlib Functions
And
And(...rest: boolean[]): booleanAndFn
AndFn(...rest: ConditionFunction[]): booleanConditionFunction
type ConditionFunction = () => booleanClearAllCustomNotificationMessages
ClearAllCustomNotificationMessages(target: mod.Player)ClearCustomNotificationMessage
ClearCustomNotificationMessage(custom: mod.CustomNotificationSlots, target?: mod.Player | mod.Team)Concat
export * from './store';
Concat(s1: string, s2: string)ConvertArray
ConvertArray(array: mod.Array): any[]DisplayCustomNotificationMessage
DisplayCustomNotificationMessage(
msg: mod.Message,
custom: mod.CustomNotificationSlots,
duration: number,
target?: mod.Player | mod.Team
)Equals
Equals(a: any, b: any)FilteredArray
FilteredArray(array: mod.Array, cond: (currentElement: any) => boolean): mod.ArraygetCapturePointCondition
getCapturePointCondition(obj: mod.CapturePoint, n: number)getGlobalCondition
getGlobalCondition(n: number)getHQCondition
getHQCondition(obj: mod.HQ, n: number)getMCOMCondition
getMCOMCondition(obj: mod.MCOM, n: number)getPlayerCondition
getPlayerCondition(obj: mod.Player, n: number)getPlayerId
getPlayerId(player: mod.Player): numbergetPlayersInTeam
getPlayersInTeam(teamObj: mod.Team)getSectorCondition
getSectorCondition(obj: mod.Sector, n: number)getSimpleCondition
getSimpleCondition()getTeamCondition
getTeamCondition(team: mod.Team, n: number)getTeamId
getTeamId(team: mod.Team): numbergetVehicleCondition
getVehicleCondition(obj: mod.Vehicle, n: number)getVehicleSpawnerCondition
getVehicleSpawnerCondition(obj: mod.VehicleSpawner, n: number)IndexOfFirstTrue
IndexOfFirstTrue(
array: mod.Array,
cond: (element: any, arg: any) => boolean, arg: any = null
): numberIsTrueForAll
IsTrueForAll(array: mod.Array, condition: (element: any, arg: any) => boolean, arg: any = null)IsTrueForAny
IsTrueForAny(array: mod.Array, condition: (element: any, arg: any) => boolean, arg: any = null)ParseUI
ParseUI(...params: any[])UIParams
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
ShowEventGameModeMessage(event: mod.Message, target?: mod.Player | mod.Team)ShowHighlightedGameModeMessage
ShowHighlightedGameModeMessage(event: mod.Message, target?: mod.Player | mod.Team)ShowNotificationMessage
ShowNotificationMessage(msg: mod.Message, target?: mod.Player | mod.Team)SortedArray
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.
async WaitUntil(delay: number, cond: () => boolean)Modlib Classes
ConditionState
class ConditionState {
lastState: boolean;
constructor();
update(newState: boolean): boolean;
}Source: code/modlib/index.ts
SimpleConditionState
class SimpleConditionState {
update(newState: boolean): boolean;
}Source: code/modlib/index.ts