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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

CategoryCount
event handlers70
mod functions390
mod function overloads523
mod types39
mod enums70
modlib functions31
modlib classes2

mod Functions

UI

Toggle

AddUIButton

Creates a UI Button Widget.

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

AddUIContainer

Creates a new UI Container Widget.

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

AddUIGadgetImage

Creates a new UI Image Widget based on a Gadget.

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

AddUIIcon

Attaches a new UI Icon Widget to an object.

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

AddUIImage

Creates a new UI Image Widget.

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

AddUIText

Creates a new UI Text Widget.

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

AddUIWeaponImage

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

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

DeleteAllUIWidgets

Deletes all UI Widgets.

ts
DeleteAllUIWidgets(): void

DeleteUIWidget

Deletes a particular UI Widget.

ts
DeleteUIWidget(widget: UIWidget): void

EnableUIButtonEvent

Determines if UI Button Widgets can send events.

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

EnableUIInputMode

Determines if UI Buttons can be interacted with.

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

FindUIWidgetWithName

Returns the UI Widget matching the specified name.

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

GetUIButtonAlphaBase

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

ts
GetUIButtonAlphaBase(widget: UIWidget): number

GetUIButtonAlphaDisabled

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

ts
GetUIButtonAlphaDisabled(widget: UIWidget): number

GetUIButtonAlphaFocused

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

ts
GetUIButtonAlphaFocused(widget: UIWidget): number

GetUIButtonAlphaHover

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

ts
GetUIButtonAlphaHover(widget: UIWidget): number

GetUIButtonAlphaPressed

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

ts
GetUIButtonAlphaPressed(widget: UIWidget): number

GetUIButtonColorBase

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

ts
GetUIButtonColorBase(widget: UIWidget): Vector

GetUIButtonColorDisabled

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

ts
GetUIButtonColorDisabled(widget: UIWidget): Vector

GetUIButtonColorFocused

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

ts
GetUIButtonColorFocused(widget: UIWidget): Vector

GetUIButtonColorHover

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

ts
GetUIButtonColorHover(widget: UIWidget): Vector

GetUIButtonColorPressed

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

ts
GetUIButtonColorPressed(widget: UIWidget): Vector

GetUIButtonEnabled

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

ts
GetUIButtonEnabled(widget: UIWidget): boolean

GetUIImageAlpha

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

ts
GetUIImageAlpha(widget: UIWidget): number

GetUIImageColor

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

ts
GetUIImageColor(widget: UIWidget): Vector

GetUIImageType

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

ts
GetUIImageType(widget: UIWidget): UIImageType

GetUIRoot

Returns the UI Root as a UI Widget.

ts
GetUIRoot(): UIWidget

GetUITextAlpha

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

ts
GetUITextAlpha(widget: UIWidget): number

GetUITextAnchor

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

ts
GetUITextAnchor(widget: UIWidget): UIAnchor

GetUITextColor

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

ts
GetUITextColor(widget: UIWidget): Vector

GetUITextSize

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

ts
GetUITextSize(widget: UIWidget): number

GetUIWidgetAnchor

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

ts
GetUIWidgetAnchor(widget: UIWidget): UIAnchor

GetUIWidgetBgAlpha

Returns the background alpha value of the specified UI Widget.

ts
GetUIWidgetBgAlpha(widget: UIWidget): number

GetUIWidgetBgColor

Returns the background color vector of the specified UI Widget.

ts
GetUIWidgetBgColor(widget: UIWidget): Vector

GetUIWidgetBgFill

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

ts
GetUIWidgetBgFill(widget: UIWidget): UIBgFill

GetUIWidgetDepth

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

ts
GetUIWidgetDepth(widget: UIWidget): UIDepth

GetUIWidgetName

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

ts
GetUIWidgetName(widget: UIWidget): string

GetUIWidgetPadding

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

ts
GetUIWidgetPadding(widget: UIWidget): number

GetUIWidgetParent

Returns the Parent UI Widget of the specified UI Widget.

ts
GetUIWidgetParent(widget: UIWidget): UIWidget

GetUIWidgetPosition

Returns the positional vector of the specified UI Widget.

ts
GetUIWidgetPosition(widget: UIWidget): Vector

GetUIWidgetSize

Returns the scale vector of the specified UI Widget.

ts
GetUIWidgetSize(widget: UIWidget): Vector

GetUIWidgetVisible

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

ts
GetUIWidgetVisible(widget: UIWidget): boolean

HasUIWidgetWithName

Returns a boolean indicating if the UI Widget exists.

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

RemoveUIIcon

Removes a UI Icon Widget from an object.

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

SetUIButtonAlphaBase

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

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

SetUIButtonAlphaDisabled

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

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

SetUIButtonAlphaFocused

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

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

SetUIButtonAlphaHover

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

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

SetUIButtonAlphaPressed

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

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

SetUIButtonColorBase

Changes the base color of an UI Button Widget.

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

SetUIButtonColorDisabled

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

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

SetUIButtonColorFocused

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

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

SetUIButtonColorHover

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

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

SetUIButtonColorPressed

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

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

SetUIButtonEnabled

Determines if a specific UI Button Widget is enabled.

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

SetUIImageAlpha

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

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

SetUIImageColor

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

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

SetUIImageType

Changes the image of an UI Image Widget.

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

SetUITextAlpha

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

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

SetUITextAnchor

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

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

SetUITextColor

Changes the font color of an UI Text Widget.

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

SetUITextLabel

Changes the message displayed by an UI Text Widget.

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

SetUITextSize

Changes the font size of an UI Text Widget.

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

SetUIWidgetAnchor

Changes the anchor of an UI Widget.

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

SetUIWidgetBgAlpha

Changes the alpha (transparency) of an UI Widget.

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

SetUIWidgetBgColor

Changes the background color of an UI Widget.

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

SetUIWidgetBgFill

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

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

SetUIWidgetDepth

Changes the draw order of an UI Widget.

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

SetUIWidgetName

Changes the name of an UI Widget.

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

SetUIWidgetPadding

Changes the padding of an UI Widget.

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

SetUIWidgetParent

Changes the parent of an UI Widget.

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

SetUIWidgetPosition

Changes the position of an UI Widget.

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

SetUIWidgetSize

Changes the size of an UI Widget.

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

SetUIWidgetVisible

Determines if an UI Widget is visible or not.

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

World Icons

Toggle

EnableWorldIconImage

Enables or disables showing the image of a world icon.

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

EnableWorldIconText

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

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

GetWorldIcon

Returns the world icon object corresponding to the provided id.

ts
GetWorldIcon(worldIconNumber: number): WorldIcon

SetWorldIconColor

Changes the color of a world icon.

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

SetWorldIconImage

Changes the image of a world icon.

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

SetWorldIconOwner

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

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

SetWorldIconPosition

Changes the location of a world icon.

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

SetWorldIconText

Changes the text appearing above a world icon.

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

AI

Toggle

AIBattlefieldBehavior

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

ts
AIBattlefieldBehavior(player: Player): void

AIDefendPositionBehavior

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

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

AIEnableShooting

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

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

AIEnableTargeting

Enables or disables targeting for AI. An AI unable to target cannot shoot, but will also not notice other soldiers (Only works for AI players)

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

AIForceFire

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

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

AIGadgetSettings

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

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

AIIdleBehavior

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

ts
AIIdleBehavior(player: Player): void

AILOSMoveToBehavior

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

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

AIMoveToBehavior

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

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

AIParachuteBehavior

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

ts
AIParachuteBehavior(player: Player): void

AISetFocusPoint

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

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

AISetMoveSpeed

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

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

AISetStance

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

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

AISetTarget

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

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

AISetUnspawnOnDead

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

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

AIStartUsingGadget

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

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

AIStopUsingGadget

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

ts
AIStopUsingGadget(player: Player): void

AIValidatedMoveToBehavior

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

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

AIWaypointIdleBehavior

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

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

SetAiInput

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

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

SetAIToHumanDamageModifier

Sets the damage multiplier from AI players to actualy players.

ts
SetAIToHumanDamageModifier(damageMultiplier: number): void

SpawnAIFromAISpawner

Spawn one AI soldier from a specific AI Spawner.

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

UnspawnAllAIsFromAISpawner

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

ts
UnspawnAllAIsFromAISpawner(spawner: Spawner): void

Notifications

Toggle

ClearAllCustomNotificationMessages

Clears all custom notification slots for the given player.

ts
ClearAllCustomNotificationMessages(target: Player): void

ClearCustomNotificationMessage

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

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

DisplayCustomNotificationMessage

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

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

DisplayNotificationMessage

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

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

Scoreboard

Toggle

SetScoreboardColumnNames

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

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

SetScoreboardColumnWidths

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

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

SetScoreboardHeader

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

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

SetScoreboardPlayerValues

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

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

SetScoreboardSorting

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

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

SetScoreboardType

Allows you to change the type of Scoreboard you want.

ts
SetScoreboardType(scoreboardType: ScoreboardType): void

Messages

Toggle

DisplayHighlightedWorldLogMessage

Displays a message on the world log above the minimap for 6 seconds. If no target is provided, it will display the message to everyone.

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

Message

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

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

SendErrorReport

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

ts
SendErrorReport(message: Message): void

Players

Toggle

AddAttachmentToWeaponPackage

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

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

AddEquipment

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

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

AllPlayers

Returns an array of all players within a game.

ts
AllPlayers(): Array

ClosestPlayerTo

Returns the closest alive player to a provided position. Can be filtered using a team. Note: If no players are alive when this block is called, the returned player will be invalid.

ts
ClosestPlayerTo(vector: Vector): Player

CreateNewWeaponPackage

Creates and returns a new weapon package.

ts
CreateNewWeaponPackage(): WeaponPackage

DealDamage

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

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

DeployAllPlayers

Force spawns all players in the deploy screen.

ts
DeployAllPlayers(): void

DeployPlayer

Force a specific to deploy.

ts
DeployPlayer(player: Player): void

DisablePlayerJoin

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

ts
DisablePlayerJoin(): void

EnableAllInputRestrictions

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

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

EnableAllPlayerDeploy

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

ts
EnableAllPlayerDeploy(enablePlayerDeploy: boolean): void

EnableInputRestriction

Enables or disables a specified Input on a target player.

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

EnablePlayerDeploy

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

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

EndGameMode

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

ts
EndGameMode(player: Player): void

EventDamageTypeCompare

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

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

EventDeathTypeCompare

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

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

EventWeaponCompare

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

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

FarthestPlayerFrom

Returns the farthest alive player from a provided position. Can be filtered using a team. Note: If no players are alive when this block is called, the returned player will be invalid.

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

ForceManDown

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

ts
ForceManDown(player: Player): void

ForceRevive

Revives a target player who is in the mandown state.

ts
ForceRevive(player: Player): void

ForceSwitchInventory

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

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

GetGameModeScore

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

ts
GetGameModeScore(player: Player): number

GetInventoryAmmo

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

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

GetInventoryMagazineAmmo

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

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

GetPlayerDeaths

Returns the total amount of deaths for the target player.

ts
GetPlayerDeaths(player: Player): number

GetPlayerKills

Returns the total amount of kills for the target player.

ts
GetPlayerKills(player: Player): number

GetPlayerVehicleSeat

Returns the seat index number for the target player if they are in a vehicle, otherwise returns -1.

ts
GetPlayerVehicleSeat(player: Player): number

GetSoldierState

Returns the value of the target player state.

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

GetVehicleFromPlayer

Returns the vehicle used by a player.

ts
GetVehicleFromPlayer(player: Player): Vehicle

HasEquipment

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

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

Heal

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

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

IsInventorySlotActive

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

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

IsPlayerValid

Returns true if the provided player is valid.

ts
IsPlayerValid(player: Player): boolean

IsSoldierClass

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

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

IsSquadLeader

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

ts
IsSquadLeader(player: Player): boolean

Kill

Kills a target player (skips the Mandown state).

ts
Kill(player: Player): void

LocalPositionOf

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

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

LocalVectorOf

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

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

RayCast

Request the system to evaluate if a straight line between two points is interupted or not. Use OnRayCastHit and OnRayCastMissed to read the result.

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

RemoveEquipment

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

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

Resupply

Resupplies the target player using a provided ResupplyType.

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

SetCameraTypeForAll

Sets CameraType for all players. CameraIndex optional.

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

SetCameraTypeForPlayer

Sets CameraType for provided Player. CameraIndex optional.

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

SetGameModeScore

Sets the gamemode score of the provided Player or Team.

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

SetInventoryAmmo

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

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

SetInventoryMagazineAmmo

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

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

SetPlayerIncomingDamageFactor

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

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

SetPlayerMaxHealth

Sets the max health of a target player from 1 to 500. The value will be multiplied by the target's max health multiplier.

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

SetPlayerMovementSpeedMultiplier

Sets a player's movement speed multiplier.

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

SetRedeployTime

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

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

SetSpectatingFiltersForPlayer

Sets the spectating filters. SpectatingGroup sets the selectable players in the spectating UI. ownSquadOnly and ownTeamOnly limit whether a player can spectate other squads/teams after currently spectated one is eliminated

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

SkipManDown

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

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

SpawnPlayerFromSpawnPoint

Force Deploy a soldier from a specific spawn point.

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

SpotTarget

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

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

Teleport

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

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

UndeployAllPlayers

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

ts
UndeployAllPlayers(): void

UndeployPlayer

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

ts
UndeployPlayer(player: Player): void

WorldPositionOf

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

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

WorldVectorOf

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

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

Vehicles

Toggle

AllVehicles

Returns an array of all vehicles within a game.

ts
AllVehicles(): Array

CompareVehicleName

Returns a boolean indicating if the target vehicle has the same name as the provided vehicle or if it is the same type as the provided vehicle type.

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

DealDamage

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

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

ForceEmplacementSpawnerSpawn

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

ts
ForceEmplacementSpawnerSpawn(emplacementSpawner: EmplacementSpawner): void

ForcePlayerExitVehicle

Forces the specified player to exit the target vehicle.

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

ForcePlayerToSeat

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

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

ForceVehicleSpawnerSpawn

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

ts
ForceVehicleSpawnerSpawn(vehicleSpawner: VehicleSpawner): void

GetAllPlayersInVehicle

Returns a array of all players inside a provided vehicle

ts
GetAllPlayersInVehicle(vehicle: Vehicle): Array

GetEmplacementSpawner

Returns the emplacement spawner object corresponding to the provided id.

ts
GetEmplacementSpawner(number: number): EmplacementSpawner

GetPlayerFromVehicleSeat

Returns the player currently occupying the provided seat index number of the provided vehicle. Note: If no players are in the vehicle seat when this block is called, the returned player will be invalid.

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

GetVehicleSeatCount

Returns the number of seats in a vehicle.

ts
GetVehicleSeatCount(vehicle: Vehicle): number

GetVehicleSpawner

Returns the vehicle spawner object corresponding to the provided id.

ts
GetVehicleSpawner(number: number): VehicleSpawner

GetVehicleState

Returns the value of the target vehicle state.

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

GetVehicleTeam

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

ts
GetVehicleTeam(vehicle: Vehicle): Team

Heal

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

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

IsVehicleOccupied

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

ts
IsVehicleOccupied(vehicle: Vehicle): boolean

IsVehicleSeatOccupied

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

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

Kill

Kills a target player (skips the Mandown state).

ts
Kill(vehicle: Vehicle): void

SetAllVehiclesAllowedInSurroundingArea

Sets whether all vehicles are allowed in the Surrounding Area

ts
SetAllVehiclesAllowedInSurroundingArea(allowed: boolean): void

SetEmplacementSpawnerAbandonVehicleOutOfCombatArea

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

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

SetEmplacementSpawnerApplyDamageToAbandonVehicle

Enables or disables the feature to destroy abandoned emplacements.

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

SetEmplacementSpawnerAutoSpawn

Enables or Disables automatic emplacement respawning from the emplacement spawner.

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

SetEmplacementSpawnerKeepAliveAbandonRadius

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

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

SetEmplacementSpawnerRespawnTime

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

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

SetEmplacementSpawnerSpawnerRadius

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

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

SetEmplacementSpawnerTimeUntilAbandon

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

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

SetEmplacementSpawnerType

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

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

SetMaxVehicleHeightLimitScale

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

ts
SetMaxVehicleHeightLimitScale(heightScale: number): void

SetVehicleAllowedInSurroundingArea

Sets whether a vehicle is allowed in the Surrounding Area

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

SetVehicleCategoryAllowedInSurroundingArea

Sets whether a vehicle category is allowed in the Surrounding Area

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

SetVehicleMaxHealthMultiplier

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

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

SetVehicleSpawnerAbandonVehiclesOutOfCombatArea

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

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

SetVehicleSpawnerApplyDamageToAbandonVehicle

Enables or disables the feature to destroy abandoned vehicles.

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

SetVehicleSpawnerAutoSpawn

Enables or Disables automatic vehicle respawning from the vehicle spawner.

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

SetVehicleSpawnerKeepAliveAbandonRadius

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

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

SetVehicleSpawnerKeepAliveSpawnerRadius

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

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

SetVehicleSpawnerRespawnTime

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

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

SetVehicleSpawnerTimeUntilAbandon

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

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

SetVehicleSpawnerVehicleType

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

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

Teleport

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

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

Objects & Spatial

Toggle

GetGolmudTrainLocation

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

ts
GetGolmudTrainLocation(): Vector

GetObjectPosition

Returns the position vector of the provided object.

ts
GetObjectPosition(object: mod.Object): Vector

GetObjectRotation

Returns the rotation vector of the provided object.

ts
GetObjectRotation(object: mod.Object): Vector

GetObjectTransform

Returns the transform vector of the provided object.

ts
GetObjectTransform(object: mod.Object): Transform

GetObjId

Returns the id corresponding to the provided object.

ts
GetObjId(object: mod.Object): number

GetSpatialObject

Returns the spatial object corresponding to the provided id.

ts
GetSpatialObject(spatialObjectNumber: number): SpatialObject

MoveObject

Move the Object provided, Euler rotation optional

ts
MoveObject(object: mod.Object, positionDelta: Vector): void
ts
MoveObject(object: mod.Object, positionDelta: Vector, rotationDelta: Vector): void

MoveObjectOverTime

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

ts
MoveObjectOverTime(
  object: mod.Object,
  positionDelta: Vector,
  rotationDelta: Vector,
  timeInSeconds: number,
  shouldLoop: boolean,
  shouldReverse: boolean
): void

OrbitObjectOverTime

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

ts
OrbitObjectOverTime(
  object: mod.Object,
  orbitTransform: Transform,
  timeInSeconds: number,
  radius: number,
  shouldLoop: boolean,
  shouldReverse: boolean,
  clockwise: boolean
): void
ts
OrbitObjectOverTime(
  object: mod.Object,
  orbitTransform: Transform,
  timeInSeconds: number,
  radius: number,
  shouldLoop: boolean,
  shouldReverse: boolean,
  clockwise: boolean,
  orbitAxis: Vector
): void

RayCast

Request the system to evaluate if a straight line between two points is interupted or not. Use OnRayCastHit and OnRayCastMissed to read the result.

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

RotateObject

Rotate the Object provided using Euler angles

ts
RotateObject(object: mod.Object, rotationDelta: Vector): void

SetObjectTransform

Sets the transform of the Object provided

ts
SetObjectTransform(object: mod.Object, transform: Transform): void

SetObjectTransformOverTime

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

ts
SetObjectTransformOverTime(
  object: mod.Object,
  transform: Transform,
  timeInSeconds: number,
  shouldLoop: boolean,
  shouldReverse: boolean
): void

StopActiveMovementForObject

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

ts
StopActiveMovementForObject(object: mod.Object): void

Objectives & Map Features

Toggle

AllCapturePoints

Returns an array of all capture points within a game.

ts
AllCapturePoints(): Array

EnableAreaTrigger

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

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

EnableCapturePointDeploying

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

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

EnableGameModeObjective

Enables or disables the provided objective.

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

EnableHQ

Enables or disables a headquater.

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

EnableInteractPoint

Enables or disables an interact point.

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

GetAreaTrigger

Returns the area trigger object corresponding to the provided id.

ts
GetAreaTrigger(areaTriggerNumber: number): AreaTrigger

GetCapturePoint

Returns the capture point corresponding to the provided id.

ts
GetCapturePoint(id: number): CapturePoint

GetCaptureProgress

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

ts
GetCaptureProgress(capturePoint: CapturePoint): number

GetCurrentOwnerTeam

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

ts
GetCurrentOwnerTeam(capturePoint: CapturePoint): Team

GetHQ

Returns the HQ object corresponding to the provided id.

ts
GetHQ(number: number): HQ

GetInteractPoint

Returns the interact point object corresponding to the provided id.

ts
GetInteractPoint(interactPointNumber: number): InteractPoint

GetLootSpawner

Returns the loot spawner object corresponding to the provided id.

ts
GetLootSpawner(number: number): LootSpawner

GetMCOM

Returns the MCOM object corresponding to the provided id.

ts
GetMCOM(number: number): MCOM

GetOwnerProgressTeam

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

ts
GetOwnerProgressTeam(capturePoint: CapturePoint): Team

GetPlayersOnPoint

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

ts
GetPlayersOnPoint(capturePoint: CapturePoint): Array

GetPreviousOwnerTeam

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

ts
GetPreviousOwnerTeam(capturePoint: CapturePoint): Team

GetRingOfFire

Returns the ring of fire object corresponding to the provided id.

ts
GetRingOfFire(number: number): RingOfFire

GetSector

Returns the sector object corresponding to the provided id.

ts
GetSector(number: number): Sector

GetVL7Cloud

Returns the VL7Cloud object corresponding to the provided id.

ts
GetVL7Cloud(vl7CloudId: number): VL7Cloud

GetWaypointPath

Returns the waypoint path object corresponding to the provided id.

ts
GetWaypointPath(waypointPathNumber: number): WaypointPath

GolmudTrainSendMoveCommand

Sends a move instruction to the Golmud Railway train.

ts
GolmudTrainSendMoveCommand(moveCommand: GolmudTrainMoveCommands): void

RingOfFireStart

Signals the RingOfFire to start shrinking.

ts
RingOfFireStart(ringOfFire: RingOfFire): void

SetCapturePointCapturingTime

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

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

SetCapturePointNeutralizationTime

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

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

SetCapturePointOwner

Change the team controling a capture point.

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

SetHQTeam

Sets a HQ to a specific Team.

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

SetMaxCaptureMultiplier

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

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

SetMCOMFuseTime

Determines the time needed by MCOM.

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

SetMCOMOwner

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

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

SetRingOfFireDamageAmount

Sets the damage dealt by the RingOfFire to players caught.

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

SetRingOfFireStableTime

Sets the duration the RingOfFire remains stable before Shrinking again.

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

SetVL7CloudEffects

Enables or Disables any effect from a designated VL7Cloud object.

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

SpawnLoot

Spawns a weapon or gadget at a LootSpawner.

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

Spawning

Toggle

GetSpawner

Returns the spawner object corresponding to the provided id.

ts
GetSpawner(number: number): Spawner

GetSpawnPoint

Returns the spawn point object corresponding to the provided id.

ts
GetSpawnPoint(number: number): SpawnPoint

SetSpawnMode

Determines if players are spawned automatically or not.

ts
SetSpawnMode(spawnModes: SpawnModes): void

SetUnspawnDelayInSeconds

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

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

SpawnObject

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

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

UnspawnAllLoot

Removes all existing loot from the world.

ts
UnspawnAllLoot(): void

UnspawnObject

Unspawn an Object spawned using SpawnObject.

ts
UnspawnObject(obj: mod.Object): void

Audio & Effects

Toggle

EnableScreenEffect

Enables or disables a player-specific screen effect.

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

EnableVFX

Enables or disables a visual effect.

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

GetSFX

Returns the SFX object corresponding to the provided id.

ts
GetSFX(number: number): SFX

GetVFX

Returns the VFX object corresponding to the provided id.

ts
GetVFX(vfxNumber: number): VFX

GetVO

Returns the VO object corresponding to the provided id.

ts
GetVO(number: number): VO

LoadMusic

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

ts
LoadMusic(musicPackage: MusicPackages): void

MoveVFX

Move a VFX to a new coordinate. May have become redundant with the creation of the universal MoveObject action.

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

PlayMusic

Triggers a music event.

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

PlaySound

Plays a sound using runtime spawner tech.

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

PlayVO

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

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

SetMusicParam

Updates any parameters that a music package might have.

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

SetSoldierEffect

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

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

SetSoundAmplitude

Sets the amplitude of a given sound.

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

SetVFXColor

Changes the color of a visual effect.

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

SetVFXScale

Changes the scale of a visual effect.

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

SetVFXSpeed

Changes the speed of a visual effect.

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

StopSound

Stops a given sound.

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

UnloadMusic

Unloads a music package that is already loaded.

ts
UnloadMusic(musicPackage: MusicPackages): void

Teams & Squads

Toggle

ClosestPlayerTo

Returns the closest alive player to a provided position. Can be filtered using a team. Note: If no players are alive when this block is called, the returned player will be invalid.

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

EndGameMode

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

ts
EndGameMode(team: Team): void

GetGameModeScore

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

ts
GetGameModeScore(team: Team): number

GetSquad

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

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

GetSquadName

Returns a string of the name of the provided squad.

ts
GetSquadName(arg0: Squad): string

GetTeam

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

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

IsFaction

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

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

SetGameModeScore

Sets the gamemode score of the provided Player or Team.

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

SetTeam

Sets the target player's team.

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

SwitchTeams

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

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

Game Flow

Toggle

GetMatchTimeElapsed

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

ts
GetMatchTimeElapsed(): number

GetMatchTimeRemaining

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

ts
GetMatchTimeRemaining(): number

GetRoundTime

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

ts
GetRoundTime(): number

PauseGameModeTime

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

ts
PauseGameModeTime(pauseTimer: boolean): void

ResetGameModeTime

Resets the gamemode time to its starting value.

ts
ResetGameModeTime(): void

SetFriendlyFire

Enables of disables friendly fire.

ts
SetFriendlyFire(enableFriendlyFire: boolean): void

SetGameModeTargetScore

Sets the gamemode target score used to determine victory.

ts
SetGameModeTargetScore(newScore: number): void

SetGameModeTimeLimit

Sets the duration of the game in seconds.

ts
SetGameModeTimeLimit(newTimeLimit: number): void

SetSpectatingFiltersForAll

Sets the spectating filters. SpectatingGroup sets the selectable players in the spectating UI. ownSquadOnly and ownTeamOnly limit whether a player can spectate other squads/teams after currently spectated one is eliminated

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

Arrays

Toggle

AppendToArray

Returns a copy of an array with the provided value appended to the end. Note: It is not possible for an array to contain arrays. Attempting to append an array to an array will concatenate them instead.

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

ArraySlice

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

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

CountOf

Returns the number of elements in the specified array.

ts
CountOf(array: Array): number

EmptyArray

Returns an initialized empty Array.

ts
EmptyArray(): Array

FirstOf

Returns the first value of the specified Array.

ts
FirstOf(array: Array): Any

LastOf

Returns the value at the end of the specified Array.

ts
LastOf(array: Array): Any

RandomizedArray

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

ts
RandomizedArray(array: Array): Array

RandomValueInArray

Returns a random value from the specified Array.

ts
RandomValueInArray(array: Array): Any

SortedArray

Returns a sorted version of the specified Array given a Number value to sort by (ascending). CurrentArrayElement can be utilized to represent each value in the Array. In the following example, CurrentArrayElement is used to represent each Player in AllPlayers. GetGameModeScore is used with CurrentArrayElement to return the score, used as a rank, to sort the Array in ascending order.

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

ValueInArray

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

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

Variables

Toggle

ChaseVariableAtRate

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

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

ChaseVariableOverTime

Gradually modifies the value of a Variable over time (in seconds). The variable's value will reach the limit at the end of the interval.

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

GetVariable

Returns the value of a variable.

ts
GetVariable(variable: Variable): Any

GlobalVariable

Returns the variable specified by a number.

ts
GlobalVariable(variableIndex: number): Variable

ObjectVariable

Returns the variable specified by an object.

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

SetVariable

Sets the value of a Variable.

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

SetVariableAtIndex

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

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

StopChasingVariable

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

ts
StopChasingVariable(variable: Variable): void

Math & Logic

Toggle

AbsoluteValue

Returns the unsigned value of the provided number input.

ts
AbsoluteValue(number: number): number

Add

Returns the sum of two numbers or two vector values.

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

And

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

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

AngleBetweenVectors

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

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

AngleDifference

Returns the difference between two angles (in degrees).

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

ArccosineInDegrees

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

ts
ArccosineInDegrees(number: number): number

ArccosineInRadians

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

ts
ArccosineInRadians(number: number): number

ArcsineInDegrees

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

ts
ArcsineInDegrees(number: number): number

ArcsineInRadians

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

ts
ArcsineInRadians(number: number): number

ArctangentInDegrees

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

ts
ArctangentInDegrees(number: number): number

ArctangentInRadians

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

ts
ArctangentInRadians(number: number): number

BackwardVector

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

ts
BackwardVector(): Vector

Ceiling

Returns the value rounded up to the nearest integer.

ts
Ceiling(number: number): number

CosineFromDegrees

Returns the cosine value of a specified angle in degrees.

ts
CosineFromDegrees(number: number): number

CosineFromRadians

Returns the cosine value of a specified angle in radians.

ts
CosineFromRadians(number: number): number

CreateTransform

Creates a Transform from Position and Rotation Vectors

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

CreateVector

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

ts
CreateVector(number0: number, number1: number, number2: number): Vector

CrossProduct

Returns the cross product between two vector values. If the two vector inputs are parallel, the result will be zero.

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

DegreesToRadians

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

ts
DegreesToRadians(number: number): number

DirectionFromAngles

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

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

DirectionTowards

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

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

DistanceBetween

Returns the distance between a starting position and ending position.

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

Divide

Returns the ratio between two number values or a vector and number value. A vector divided by a number will yield a scaled vector.

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

DotProduct

Returns the dot product between two vector values. If the two values are orthogonal to each other, the result will be zero.

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

DownVector

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

ts
DownVector(): Vector

Equals

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

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

Floor

Returns the value rounded down to the nearest integer.

ts
Floor(number: number): number

ForwardVector

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

ts
ForwardVector(): Vector

GetTransformPosition

Returns the position of a Transform as a Vector

ts
GetTransformPosition(transform: Transform): Vector

GetTransformRotation

Returns the rotation of a Transform as a Vector

ts
GetTransformRotation(transform: Transform): Vector

GreaterThan

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

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

GreaterThanEqualTo

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

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

IfThenElse

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

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

LeftVector

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

ts
LeftVector(): Vector

LessThan

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

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

LessThanEqualTo

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

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

Max

Returns the greater of the two number values provided.

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

Modulo

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

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

Multiply

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

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

Normalize

Returns a unit-length normalization of a vector.

ts
Normalize(vector: Vector): Vector

Not

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

ts
Not(boolean: boolean): boolean

NotEqualTo

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

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

Or

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

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

Pi

Returns the constant value 3.14159

ts
Pi(): number

RadiansToDegrees

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

ts
RadiansToDegrees(number: number): number

RaiseToPower

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

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

RandomReal

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

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

RightVector

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

ts
RightVector(): Vector

RoundToInteger

Returns a whole number rounded from the input value. The value rounds up if the decimal of the number is greater than or equal to 0.5, and rounds down if it is less than 0.5.

ts
RoundToInteger(number: number): number

SineFromDegrees

Returns the sine value of a specified angle in degrees.

ts
SineFromDegrees(number: number): number

SineFromRadians

Returns the sine value of a specified angle in radians.

ts
SineFromRadians(number: number): number

SquareRoot

Returns the square root of a provided number value.

ts
SquareRoot(number: number): number

Subtract

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

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

TangentFromDegrees

Returns the tangent value of a specified angle in degrees.

ts
TangentFromDegrees(number: number): number

TangentFromRadians

Returns the tangent value of a specified angle in radians.

ts
TangentFromRadians(number: number): number

UpVector

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

ts
UpVector(): Vector

VectorTowards

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

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

XComponentOf

Returns the 'X' component of a provided vector.

ts
XComponentOf(vector: Vector): number

Xor

Returns true if the provided boolean inputs return different values.

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

YComponentOf

Returns the 'Y' component of a provided vector.

ts
YComponentOf(vector: Vector): number

ZComponentOf

Returns the 'Z' component of a provided vector.

ts
ZComponentOf(vector: Vector): number

Other

Toggle

AutoBalanceTeams

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

ts
AutoBalanceTeams(): void

Concat

Returns a string containing the concatenation of two strings.

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

GetArgument

Get argument of subroutine at given index.

ts
GetArgument(subroutineArgIndex: number): Any

GetFixedCamera

Returns a Fixed Camera.

ts
GetFixedCamera(number: number): FixedCamera

GetTargetScore

Returns the gamemode target score needed for victory.

ts
GetTargetScore(): number

HasUIWidgetWithName

Returns a boolean indicating if the UI Widget exists.

ts
HasUIWidgetWithName(name: string): boolean

IsCurrentMap

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

ts
IsCurrentMap(maps: Maps): boolean

IsType

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

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

JsAction

Calls a javascript action function.

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

JsValue

Calls a javascript value function.

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

SendPortalLogToAdmin

Sends Portal Log to the admin client of the current session when hosting via "Host" (Dedicated Server). For "Host Locally," Portal Log is always available locally, so this will do nothing. Writes to PortalLog.txt on the admin's client. If admin doesn't exist, this will do nothing. Quota applies for valid log sends per session.

ts
SendPortalLogToAdmin(): void

Wait

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

Event Handlers

OnAIMoveToFailed

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

ts
OnAIMoveToFailed(eventPlayer: mod.Player): void

OnAIMoveToRunning

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

ts
OnAIMoveToRunning(eventPlayer: mod.Player): void

OnAIMoveToSucceeded

This will trigger when an AI Soldier reaches target location.

ts
OnAIMoveToSucceeded(eventPlayer: mod.Player): void

OnAIParachuteRunning

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

ts
OnAIParachuteRunning(eventPlayer: mod.Player): void

OnAIParachuteSucceeded

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

ts
OnAIParachuteSucceeded(eventPlayer: mod.Player): void

OnAIWaypointIdleFailed

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

ts
OnAIWaypointIdleFailed(eventPlayer: mod.Player): void

OnAIWaypointIdleRunning

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

ts
OnAIWaypointIdleRunning(eventPlayer: mod.Player): void

OnAIWaypointIdleSucceeded

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

ts
OnAIWaypointIdleSucceeded(eventPlayer: mod.Player): void

OnCapturePointCaptured

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

ts
OnCapturePointCaptured(eventCapturePoint: mod.CapturePoint): void

OnCapturePointCapturing

This will trigger when a team begins capturing a CapturePoint.

ts
OnCapturePointCapturing(eventCapturePoint: mod.CapturePoint): void

OnCapturePointLost

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

ts
OnCapturePointLost(eventCapturePoint: mod.CapturePoint): void

OnGameModeEnding

This will trigger when the gamemode ends.

ts
OnGameModeEnding(): void

OnGameModeStarted

This will trigger at the start of the gamemode.

ts
OnGameModeStarted(): void

OngoingAreaTrigger

ts
OngoingAreaTrigger(eventAreaTrigger: mod.AreaTrigger): void

OngoingCapturePoint

ts
OngoingCapturePoint(eventCapturePoint: mod.CapturePoint): void

OngoingEmplacementSpawner

ts
OngoingEmplacementSpawner(eventEmplacementSpawner: mod.EmplacementSpawner): void

OngoingGlobal

ts
OngoingGlobal(): void

OngoingHQ

ts
OngoingHQ(eventHQ: mod.HQ): void

OngoingInteractPoint

ts
OngoingInteractPoint(eventInteractPoint: mod.InteractPoint): void

OngoingLootSpawner

ts
OngoingLootSpawner(eventLootSpawner: mod.LootSpawner): void

OngoingMCOM

ts
OngoingMCOM(eventMCOM: mod.MCOM): void

OngoingPlayer

ts
OngoingPlayer(eventPlayer: mod.Player): void

OngoingRingOfFire

ts
OngoingRingOfFire(eventRingOfFire: mod.RingOfFire): void

OngoingSector

ts
OngoingSector(eventSector: mod.Sector): void

OngoingSpawner

ts
OngoingSpawner(eventSpawner: mod.Spawner): void

OngoingSpawnPoint

ts
OngoingSpawnPoint(eventSpawnPoint: mod.SpawnPoint): void

OngoingTeam

ts
OngoingTeam(eventTeam: mod.Team): void

OngoingVehicle

ts
OngoingVehicle(eventVehicle: mod.Vehicle): void

OngoingVehicleSpawner

ts
OngoingVehicleSpawner(eventVehicleSpawner: mod.VehicleSpawner): void

OngoingWaypointPath

ts
OngoingWaypointPath(eventWaypointPath: mod.WaypointPath): void

OngoingWorldIcon

ts
OngoingWorldIcon(eventWorldIcon: mod.WorldIcon): void

OnGolmudTrainStopped

This will trigger when the Golmud train stops.

ts
OnGolmudTrainStopped(eventGolmudTrainStopReason: mod.GolmudTrainStopReason): void

OnMandown

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

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

OnMCOMArmed

This will trigger when a MCOM is armed.

ts
OnMCOMArmed(eventMCOM: mod.MCOM): void

OnMCOMDefused

This will trigger when a MCOM is defused.

ts
OnMCOMDefused(eventMCOM: mod.MCOM): void

OnMCOMDestroyed

This will trigger when a MCOM detonates.

ts
OnMCOMDestroyed(eventMCOM: mod.MCOM): void

OnPlayerDamaged

This will trigger when a Player takes damage.

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

OnPlayerDeployed

This will trigger whenever a Player deploys.

ts
OnPlayerDeployed(eventPlayer: mod.Player): void

OnPlayerDied

This will trigger whenever a Player dies.

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

OnPlayerEarnedKill

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

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

OnPlayerEarnedKillAssist

This will trigger when a Player earns a kill assist.

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

OnPlayerEnterAreaTrigger

This will trigger when a Player enters an AreaTrigger.

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

OnPlayerEnterCapturePoint

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

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

OnPlayerEnterVehicle

This will trigger when a Player enters a Vehicle seat.

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

OnPlayerEnterVehicleSeat

This will trigger when a Player enters a Vehicle seat.

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

OnPlayerEnterVL7Cloud

This will trigger when a Player enters a VL7Cloud volume.

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

OnPlayerExitAreaTrigger

This will trigger when a Player exits an AreaTrigger.

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

OnPlayerExitCapturePoint

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

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

OnPlayerExitVehicle

This will trigger when a Player exits a Vehicle.

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

OnPlayerExitVehicleSeat

This will trigger when a Player exits a Vehicle seat.

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

OnPlayerExitVL7Cloud

This will trigger when a Player exits a VL7Cloud volume.

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

OnPlayerInteract

This will trigger when a Player interacts with InteractPoint.

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

OnPlayerJoinGame

This will trigger when a Player joins the game.

ts
OnPlayerJoinGame(eventPlayer: mod.Player): void

OnPlayerLeaveGame

This will trigger when any player leaves the game.

ts
OnPlayerLeaveGame(eventNumber: number): void

OnPlayerSwitchTeam

This will trigger when a Player changes team.

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

OnPlayerUIButtonEvent

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

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

OnPlayerUndeploy

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

ts
OnPlayerUndeploy(eventPlayer: mod.Player): void

OnPortalGadgetAimStart

This will trigger when a Player presses the Zoom button.

ts
OnPortalGadgetAimStart(eventPlayer: mod.Player): void

OnPortalGadgetAimStop

This will trigger when a Player releases the Zoom button.

ts
OnPortalGadgetAimStop(eventPlayer: mod.Player): void

OnPortalGadgetFireStart

This will trigger when a Player presses the Fire button.

ts
OnPortalGadgetFireStart(eventPlayer: mod.Player): void

OnPortalGadgetFireStop

This will trigger when a Player releases the Fire button.

ts
OnPortalGadgetFireStop(eventPlayer: mod.Player): void

OnPortalGadgetLaserToggle

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

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

OnRayCastHit

This will trigger when a Raycast hits a target.

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

OnRayCastMissed

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

ts
OnRayCastMissed(eventPlayer: mod.Player): void

OnRevived

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

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

OnRingOfFireZoneSizeChange

This will trigger when a RingOfFire changes size.

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

OnSpawnerSpawned

This will trigger when an AISpawner spawns an AI Soldier.

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

OnTimeLimitReached

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

ts
OnTimeLimitReached(): void

OnVehicleDestroyed

This will trigger when a Vehicle is destroyed.

ts
OnVehicleDestroyed(eventVehicle: mod.Vehicle): void

OnVehicleSpawned

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

ts
OnVehicleSpawned(eventVehicle: mod.Vehicle): void

Types

SDK Object Types

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

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

Type Aliases

Object

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

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

Enums

AiInput (13 values)
ts
enum AiInput {
  Crouch,
  FireWeapon,
  Interact,
  Jump,
  Prone,
  Reload,
  SelectCharacterGadget,
  SelectOpenGadget,
  SelectPrimary,
  SelectSecondary,
  SelectThrowable,
  Sprint,
  Strafe,
}
AmmoTypes (6 values)
ts
enum AmmoTypes {
  AR_Carbine_Ammo,
  Armor_Plate,
  LMG_Ammo,
  Pistol_SMG_Ammo,
  Shotgun_Ammo,
  Sniper_DMR_Ammo,
}
ArmorTypes (3 values)
ts
enum ArmorTypes {
  CeramicArmor,
  NoArmor,
  SoftArmor,
}
Cameras (4 values)
ts
enum Cameras {
  FirstPerson,
  Fixed,
  Free,
  ThirdPerson,
}
CustomNotificationSlots (5 values)
ts
enum CustomNotificationSlots {
  HeaderText,
  MessageText1,
  MessageText2,
  MessageText3,
  MessageText4,
}
Factions (2 values)
ts
enum Factions {
  NATO,
  PaxArmata,
}
Gadgets (61 values)
ts
enum Gadgets {
  CallIn_Air_Strike,
  CallIn_Ammo_Drop,
  CallIn_Anti_Vehicle_Drop,
  CallIn_Artillery_Strike,
  CallIn_Mobile_Redeploy,
  CallIn_Smoke_Screen,
  CallIn_UAV_Overwatch,
  CallIn_Weapon_Drop,
  Class_Adrenaline_Injector,
  Class_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)
ts
enum GolmudTrainMoveCommands {
  MoveEast,
  MoveWest,
  Stop,
}
GolmudTrainStopReason (3 values)
ts
enum GolmudTrainStopReason {
  ReachedEastTerminal,
  ReachedWestTerminal,
  StoppedInTransit,
}
GolmudTrainVariants (4 values)
ts
enum GolmudTrainVariants {
  MovingTrain,
  None,
  StaticTrain_Breakthrough,
  StaticTrain_Rush,
}
InventorySlots (9 values)
ts
enum InventorySlots {
  Callins,
  ClassGadget,
  GadgetOne,
  GadgetTwo,
  MeleeWeapon,
  MiscGadget,
  PrimaryWeapon,
  SecondaryWeapon,
  Throwable,
}
Maps (22 values)
ts
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)
ts
enum MoveSpeed {
  InvestigateRun,
  InvestigateSlowWalk,
  InvestigateWalk,
  Patrol,
  Run,
  Sprint,
  Walk,
}
MusicEvents (46 values)
ts
enum MusicEvents {
  BR_InsertionCinematic_Dropzone_Loop,
  BR_InsertionCinematic_Loop,
  BR_InsertionJump,
  BR_InsertionLanding,
  BR_LastTwoSquads,
  BR_Loss_Early_Loop,
  BR_Loss_EndOfRound_Loop,
  BR_Loss_SecondPlace_Loop,
  BR_Pause,
  BR_RespawnSecondChance,
  BR_RespawnTower,
  BR_Stop,
  BR_Unpause,
  BR_WonRound_Loop,
  BRGauntlet_LobbyFilled,
  BRGauntlet_WaitingForPlayers_Loop,
  Core_Deploy_Loop,
  Core_EndOfRound_Loop,
  Core_LastPhaseBegin,
  Core_Overtime_Loop,
  Core_PauseMenu_Loop,
  Core_PhaseBegin,
  Core_PhaseEnded,
  Core_Stinger_Negative,
  Core_Stinger_Positive,
  Core_Stinger_RankUp,
  Core_Stop,
  Gauntlet_Deploy,
  Gauntlet_Loss_FinalMission_Loop,
  Gauntlet_Loss_Loop,
  Gauntlet_MissionBriefing_Final,
  Gauntlet_MissionBriefing_One,
  Gauntlet_MissionBriefing_Three,
  Gauntlet_MissionBriefing_Two,
  Gauntlet_Pause,
  Gauntlet_Qualified_Loop,
  Gauntlet_Qualified_Outro,
  Gauntlet_Stop,
  Gauntlet_Unpause,
  Gauntlet_Urgency,
  Gauntlet_Urgency_FinalMission,
  Gauntlet_WonOperation_Loop,
  Radio_ClearQueue,
  Radio_NextQueuedTrack,
  Radio_Play,
  Radio_Stop,
}
MusicPackages (4 values)
ts
enum MusicPackages {
  BR,
  Core,
  Gauntlet,
  Radio,
}
MusicParams (14 values)
ts
enum MusicParams {
  BR_Amplitude,
  BRGauntlet_LobbyTimerRemaining,
  Core_Amplitude,
  Core_IsWinning,
  Core_PhaseUrgency,
  Core_Sector,
  Core_Urgency,
  Gauntlet_Amplitude,
  Radio_Amplitude,
  Radio_Biome,
  Radio_Channel,
  Radio_ContinueQueueOnTrackEnd,
  Radio_LoopQueuedTracks,
  Radio_QueueTrackNumber,
}
PlayerDamageTypes (6 values)
ts
enum PlayerDamageTypes {
  Default,
  Explosion,
  Fall,
  Fire,
  Headshot,
  Melee,
}
PlayerDeathTypes (11 values)
ts
enum PlayerDeathTypes {
  Deserting,
  Drowning,
  Explosion,
  Fall,
  Fire,
  Headshot,
  Melee,
  Penetration,
  Redeploy,
  Roadkill,
  Weapon,
}
PlayerFilterTypes (4 values)
ts
enum PlayerFilterTypes {
  None,
  Player,
  Squad,
  TeamId,
}
RestrictedInputs (20 values)
ts
enum RestrictedInputs {
  CameraPitch,
  CameraYaw,
  Crouch,
  CycleFire,
  CyclePrimary,
  FireWeapon,
  Interact,
  Jump,
  MoveForwardBack,
  MoveLeftRight,
  Prone,
  Reload,
  SelectCharacterGadget,
  SelectMelee,
  SelectOpenGadget,
  SelectPrimary,
  SelectSecondary,
  SelectThrowable,
  Sprint,
  Zoom,
}
ResupplyTypes (3 values)
ts
enum ResupplyTypes {
  AmmoBox,
  AmmoCrate,
  SupplyBag,
}
RuntimeSpawn_Abbasid (1346 values)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
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)
ts
enum ScoreboardType {
  CustomFFA,
  CustomTwoTeams,
  DefaultFFA,
  NotSet,
  Off,
}
ScreenEffects (4 values)
ts
enum ScreenEffects {
  Night,
  Saturated,
  Stealth,
  VL7,
}
SoldierClass (4 values)
ts
enum SoldierClass {
  Assault,
  Engineer,
  Recon,
  Support,
}
SoldierEffects (3 values)
ts
enum SoldierEffects {
  FreezeStatusEffect,
  HeatStatusEffect,
  VL7Effect,
}
SoldierStateBool (21 values)
ts
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)
ts
enum SoldierStateNumber {
  CurrentHealth,
  CurrentWeaponAmmo,
  CurrentWeaponMagazineAmmo,
  MaxHealth,
  NormalizedHealth,
  Speed,
}
SoldierStateVector (4 values)
ts
enum SoldierStateVector {
  EyePosition,
  GetFacingDirection,
  GetLinearVelocity,
  GetPosition,
}
SpawnModes (3 values)
ts
enum SpawnModes {
  AutoSpawn,
  Deploy,
  Spectating,
}
SpectatingGroup (3 values)
ts
enum SpectatingGroup {
  All,
  Squad,
  Team,
}
SpotStatus (4 values)
ts
enum SpotStatus {
  SpotInBoth,
  SpotInMinimap,
  SpotInWorld,
  Unspot,
}
Stance (3 values)
ts
enum Stance {
  Crouch,
  Prone,
  Stand,
}
StationaryEmplacements (3 values)
ts
enum StationaryEmplacements {
  BGM71TOW,
  GDF009,
  M2MG,
}
Types (112 values)
ts
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)
ts
enum UIAnchor {
  BottomCenter,
  BottomLeft,
  BottomRight,
  Center,
  CenterLeft,
  CenterRight,
  TopCenter,
  TopLeft,
  TopRight,
}
UIBgFill (9 values)
ts
enum UIBgFill {
  Blur,
  GradientBottom,
  GradientLeft,
  GradientRight,
  GradientTop,
  None,
  OutlineThick,
  OutlineThin,
  Solid,
}
UIButtonEvent (6 values)
ts
enum UIButtonEvent {
  ButtonDown,
  ButtonUp,
  FocusIn,
  FocusOut,
  HoverIn,
  HoverOut,
}
UIDepth (2 values)
ts
enum UIDepth {
  AboveGameUI,
  BelowGameUI,
}
UIImageType (8 values)
ts
enum UIImageType {
  CrownOutline,
  CrownSolid,
  None,
  QuestionMark,
  RifleAmmo,
  SelfHeal,
  SpawnBeacon,
  TEMP_PortalIcon,
}
VehicleCategories (7 values)
ts
enum VehicleCategories {
  Air_All,
  Air_Heli,
  Air_Plane,
  Ground_All,
  Ground_Combat,
  Ground_Transport,
  Naval_All,
}
VehicleList (26 values)
ts
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)
ts
enum VehicleStateVector {
  FacingDirection,
  LinearVelocity,
  VehiclePosition,
}
VoiceOverEvents2D (61 values)
ts
enum VoiceOverEvents2D {
  CheckPointEnemy,
  CheckPointEnemyAnother,
  CheckPointFriendly,
  CheckPointFriendlyAnother,
  CheckPointMovingToLastEnemy,
  CheckPointMovingToLastFriendly,
  FirstSpawn,
  FirstSpawnDefender,
  GlobalAircraftAvailable,
  GlobalAirstrikeWarning,
  GlobalEOMDefeat,
  GlobalEOMVictory,
  GlobalOutOfBounds,
  MComArmEnemy,
  MComArmFriendly,
  MComDefuseEnemy,
  MComDefuseFriendly,
  MComDestroyedEnemy,
  MComDestroyedFriendly,
  MComDestroyedOneLeftEnemy,
  MComDestroyedOneLeftFriendly,
  ObjectiveCaptured,
  ObjectiveCapturedEnemy,
  ObjectiveCapturedEnemyGeneric,
  ObjectiveCapturedGeneric,
  ObjectiveCapturing,
  ObjectiveContested,
  ObjectiveLocated,
  ObjectiveLockdownEnemy,
  ObjectiveLockdownFriendly,
  ObjectiveLost,
  ObjectiveNeutralised,
  ObjectiveTerritoryLost,
  ObjectiveTerritoryLostGeneric,
  ObjectiveTerritoryTaken,
  ObjectiveTerritoryTakenGeneric,
  PlayerCountEnemyLow,
  PlayerCountFriendlyLow,
  ProgressEarlyLosing,
  ProgressEarlyWinning,
  ProgressLateLosing,
  ProgressLateWinning,
  ProgressMidLosing,
  ProgressMidWinning,
  RoundEndEnemyCapture,
  RoundEndEnemyKills,
  RoundEndFriendlyCapture,
  RoundEndFriendlyKills,
  RoundLastRound,
  RoundStartGeneric,
  RoundSuddenDeath,
  RoundSwitchSides,
  SectorTakenAttacker,
  SectorTakenDefender,
  Time120Left,
  Time30Left,
  Time60Left,
  TimeLow,
  TimeOvertime,
  VehicleArmoredSpawn,
  VehicleTankSpawn,
}
VoiceOverFlags (9 values)
ts
enum VoiceOverFlags {
  Alpha,
  Bravo,
  Charlie,
  Delta,
  Echo,
  Foxtrot,
  Golf,
  Hotel,
  India,
}
WeaponAttachments (329 values)
ts
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)
ts
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)
ts
enum WorldIconImages {
  Alert,
  Assist,
  Bomb,
  BombArmed,
  Cross,
  DangerPing,
  Diffuse,
  EMP,
  Explosion,
  Eye,
  FilledPing,
  Flag,
  Hazard,
  Skull,
  SquadPing,
  Triangle,
}

Modlib Functions

And

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

AndFn

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

ConditionFunction

ts
type ConditionFunction = () => boolean

ClearAllCustomNotificationMessages

ts
ClearAllCustomNotificationMessages(target: mod.Player)

ClearCustomNotificationMessage

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

Concat

export * from './store';

ts
Concat(s1: string, s2: string)

ConvertArray

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

DisplayCustomNotificationMessage

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

Equals

ts
Equals(a: any, b: any)

FilteredArray

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

getCapturePointCondition

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

getGlobalCondition

ts
getGlobalCondition(n: number)

getHQCondition

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

getMCOMCondition

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

getPlayerCondition

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

getPlayerId

ts
getPlayerId(player: mod.Player): number

getPlayersInTeam

ts
getPlayersInTeam(teamObj: mod.Team)

getSectorCondition

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

getSimpleCondition

ts
getSimpleCondition()

getTeamCondition

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

getTeamId

ts
getTeamId(team: mod.Team): number

getVehicleCondition

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

getVehicleSpawnerCondition

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

IndexOfFirstTrue

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

IsTrueForAll

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

IsTrueForAny

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

ParseUI

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

UIParams

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

ShowEventGameModeMessage

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

ShowHighlightedGameModeMessage

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

ShowNotificationMessage

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

SortedArray

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

WaitUntil

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

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

Modlib Classes

ConditionState

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

Source: code/modlib/index.ts

SimpleConditionState

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

Source: code/modlib/index.ts

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