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Block Code Reference

This page documents all available Blocky scripting blocks in Battlefield Portal.

Note: This reference was compiled from the Battlefield Portal website's built-in help documentation and organized here for easier navigation and cross-referencing.

Summary

CategoryCount
Objects25
Events55
Values303
Actions237
Selection Lists75
Control Actions5
Types110

Events

Events trigger when something happens in the game. Each event has a set of parameters (payloads) that provide context about what occurred.

In the Blocky editor, payload blocks are prefixed with Event (e.g. EventPlayer, EventOtherPlayer, EventDamageType).

Ongoing

Ongoing Event types continually check if its Condition has become True. If so, the Actions will be executed once. In order for the Event to execute again, the Condition must become False before becoming True again.

Ongoing Event types currently exist within the context of: Player, Team, Vehicle and CapturePoint

Within the Player and Team contexts, payload value blocks, such as EventPlayer and EventTeam, can be used to refer to the specific Player or Team within the Event. Note: In FFA, Ongoing Team will not execute at all.

Player

OnPlayerDamaged

This will trigger when a Player takes damage.

PayloadTypeDescription
EventPlayerPlayerDamaged Player
EventOtherPlayerOtherPlayerDamager Player
EventDamageTypeDamageTypeType of Damage Dealt
EventWeaponWeaponUnlockKilling Weapon

OnPlayerDeployed

PayloadTypeDescription
EventPlayerPlayer

OnPlayerDied

This will trigger whenever a Player dies.

PayloadTypeDescription
EventPlayerPlayerVictim
EventOtherPlayerOtherPlayerKiller
EventDeathTypeDeathTypeVictim Death Type
EventWeaponWeaponUnlockKilling Weapon

OnPlayerEarnedKill

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

PayloadTypeDescription
EventPlayerPlayerKiller
EventOtherPlayerOtherPlayerVictim
EventDeathTypeDeathType
EventWeaponWeaponUnlockKilling Weapon

OnPlayerEarnedKillAssist

This will trigger when a Player earns a kill assist.

PayloadTypeDescription
EventPlayerPlayerAssist Player
EventOtherPlayerOtherPlayerVictim

OnPlayerEnterAreaTrigger

This will trigger when a Player enters an AreaTrigger.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Entered Volume
EventAreaTriggerAreaTriggerArea Trigger Entered

OnPlayerEnterCapturePoint

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

PayloadTypeDescription
EventPlayerPlayerPlayer Entering Capture Area
EventCapturePointCapturePointCapture Point Being Entered

OnPlayerEnterVehicle

This will trigger when a Player enters a Vehicle.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Enters Seat
EventVehicleVehicleVehicle

OnPlayerEnterVehicleSeat

This will trigger when a Player enters a Vehicle seat.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Enters Seat
EventVehicleVehicleVehicle
EventSeatSeatSeat Index

OnPlayerEnterVL7Cloud

This will trigger when a Player enters a VL7Cloud volume.

PayloadTypeDescription
EventPlayerPlayerPlayer Entering Cloud
EventVL7CloudVL7Cloud

OnPlayerExitAreaTrigger

This will trigger when a Player exits an AreaTrigger.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Left Volume
EventAreaTriggerAreaTriggerArea Trigger Exited

OnPlayerExitCapturePoint

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

PayloadTypeDescription
EventPlayerPlayerPlayer Leaving Capture Area
EventCapturePointCapturePointCapture Point Left

OnPlayerExitVehicle

This will trigger when a Player exits a Vehicle.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Enters Seat
EventVehicleVehicleVehicle

OnPlayerExitVehicleSeat

This will trigger when a Player exits a Vehicle seat.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Enters Seat
EventVehicleVehicleVehicle
EventSeatSeatSeat Index

OnPlayerExitVL7Cloud

This will trigger when a Player exits a VL7Cloud volume.

PayloadTypeDescription
EventPlayerPlayerPlayer Leaving Cloud
EventVL7CloudVL7Cloud

OnPlayerInteract

This will trigger when a Player interacts with InteractPoint.

PayloadTypeDescription
EventPlayerPlayerPlayer Who Interacted
EventInteractPointInteractPointInteractPoint Interacted With

OnPlayerJoinGame

This will trigger when a Player joins the game.

PayloadTypeDescription
EventPlayerPlayerJoined Player

OnPlayerLeaveGame

This will trigger when any player leaves the game.

PayloadTypeDescription
EventNumberNumber

OnPlayerSwitchTeam

This will trigger when a Player changes team.

PayloadTypeDescription
EventPlayerPlayerPlayer changing Team
EventTeamTeamNew Team

OnPlayerUIButtonEvent

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

PayloadTypeDescription
EventPlayerPlayerPlayer who interacted
EventUIWidgetUIWidgetButton Interacted With
EventUIButtonEventUIButtonEventType Of Interaction

OnPlayerUndeploy

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

PayloadTypeDescription
EventPlayerPlayerDead Player

Capture Point

OnCapturePointCaptured

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

PayloadTypeDescription
EventCapturePointCapturePointCaptured Capture Point

OnCapturePointCapturing

This will trigger when a team begins capturing a CapturePoint.

PayloadTypeDescription
EventCapturePointCapturePointContested Capture Point

OnCapturePointLost

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

PayloadTypeDescription
EventCapturePointCapturePointLost Capture Point

Vehicle

OnVehicleDestroyed

This will trigger when a Vehicle is destroyed.

PayloadTypeDescription
EventVehicleVehicleDestroyed Vehicle

OnVehicleSpawned

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

PayloadTypeDescription
EventVehicleVehicleSpawned Vehicle

MCOM

OnMCOMArmed

This will trigger when a MCOM is armed.

PayloadTypeDescription
EventMCOMMCOMArmed MCOM

OnMCOMDefused

This will trigger when a MCOM is defused.

PayloadTypeDescription
EventMCOMMCOMDefused MCOM

OnMCOMDestroyed

This will trigger when a MCOM detonates.

PayloadTypeDescription
EventMCOMMCOMDestroyed MCOM

AI

OnAIMoveToFailed

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

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIMoveToRunning

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

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIMoveToSucceeded

This will trigger when an AI Soldier reaches target location.

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIParachuteRunning

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

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIParachuteSucceeded

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

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIWaypointIdleFailed

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

PayloadTypeDescription
EventPlayerPlayerAIPlayer

OnAIWaypointIdleRunning

PayloadTypeDescription
EventPlayerPlayer

OnAIWaypointIdleSucceeded

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

PayloadTypeDescription
EventPlayerPlayerAIPlayer

Game Mode

OnGameModeEnding

This will trigger when the gamemode ends.

No payload parameters.

OnGameModeStarted

This will trigger at the start of the gamemode.

No payload parameters.

OnTimeLimitReached

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

No payload parameters.

Other

OnBombDropped

This will trigger when a player drops the bomb.

PayloadTypeDescription
EventBombBombBomb That Was Dropped
EventPlayerPlayerPlayer Who Dropped

OnBombPickedUp

This will trigger when a player picks up a bomb.

PayloadTypeDescription
EventBombBombBomb That Was Picked Up
EventPlayerPlayerPlayer Who Picked Up

OnBombStateChanged

This will trigger when a bomb changes state.

PayloadTypeDescription
EventBombBombBomb That Changed State
EventBombStateBombStateNew Bomb State

OnGolmudTrainStopped

This will trigger when the Golmud train stops.

PayloadTypeDescription
EventGolmudTrainStopReasonGolmudTrainStopReason

OnMandown

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

PayloadTypeDescription
EventPlayerPlayerDowned Player
EventOtherPlayerOtherPlayer

OnPortalGadgetAimStart

This will trigger when a Player presses the Zoom button.

PayloadTypeDescription
EventPlayerPlayerPlayer aiming PortalGadget

OnPortalGadgetAimStop

This will trigger when a Player releases the Zoom button.

PayloadTypeDescription
EventPlayerPlayerPlayer who aimed PortalGadget

OnPortalGadgetFireStart

This will trigger when a Player presses the Fire button.

PayloadTypeDescription
EventPlayerPlayerPlayer activating PortalGadget

OnPortalGadgetFireStop

This will trigger when a Player releases the Fire button.

PayloadTypeDescription
EventPlayerPlayerPlayer no longer activating PortalGadget

OnPortalGadgetLaserToggle

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

PayloadTypeDescription
EventPlayerPlayerPlayer toggling laser on PortalGadget
EventBooleanBooleanwhether the laser is toggled on or off

OnRayCastHit

This will trigger when a Raycast hits a target.

PayloadTypeDescription
EventPlayerPlayerOrigin of the Raycast
EventPointPointVector with Location of the Hit
EventNormalNormalVector with orientation of the Normal

OnRayCastMissed

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

PayloadTypeDescription
EventPlayerPlayerOrigin of the Raycast

OnRevived

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

PayloadTypeDescription
EventPlayerPlayerRevived Player
EventOtherPlayerOtherPlayerReviver Player

OnRingOfFireZoneSizeChange

PayloadTypeDescription
EventRingOfFireRingOfFire
EventNumberNumber

OnSpawnerSpawned

This will trigger when an AISpawner spawns an AI Soldier.

PayloadTypeDescription
EventPlayerPlayerNewly Spawned AI Soldier
EventSpawnerSpawnerAI Spawner

Values

Value blocks return a value and can be used as inputs to other blocks.

AI

Behaviour

AiInputItem

Return an AI input which can be used with SetAiInput

SignatureReturn Type
(String, String)Ai Input
GetWaypointPath

Returns the waypoint path object corresponding to the provided id.

SignatureReturn Type
(objId: Number)WaypointPath

Arrays

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.

SignatureReturn Type
(array: Array, any)Array
ArraySlice

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

SignatureReturn Type
(array: Array, startIndex: Number, endIndex: Number)Array
CountOf

Returns the Number of elements in the specified Array.

SignatureReturn Type
(array: Array)Number
CurrentArrayElement

Returns a reference to the current Array element being evaluated. Only used for FilteredArray, MappedArray, SortedArray, IsTrueForAll, and IsTrueForAny.

EmptyArray

Returns an initialized empty Array.

FilteredArray

Returns a filtered version of the specified Array based on the condition provided. This block cycles through the entire array. You can utilize the CurrentArrayElement block to represent the element in the Array for each iteration. For an Array like AllPlayers, CurrentArrayElement would represent each Player in that Array. You can then build your filter condition based on a property of that Player (like score, or some custom player Variable value).

SignatureReturn Type
(array: Array, any)Array
FirstOf

Returns the first value of the specified Array.

SignatureReturn Type
(array: Array)void
IndexOfFirstTrue

Returns the index of the first true value in the specified array.

SignatureReturn Type
(array: Array, any)Number
IsTrueForAll

Returns True if the provided condition is True for every element in the provided Array.

SignatureReturn Type
(array: Array, any)Boolean
IsTrueForAny

Returns True if the provided condition is True for at least one element in the provided Array.

SignatureReturn Type
(array: Array, any)Boolean
LastOf

Returns the value at the end of the specified Array.

SignatureReturn Type
(array: Array)void
MappedArray

Returns a copy of the provided Array with the values evaluated using the mapped expression provided. The following example utilizes the AllPlayers Array with GetGameModeScore and CurrentArrayElement to return an Array of Player scores.

SignatureReturn Type
(array: Array, any)Array
RandomizedArray

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

SignatureReturn Type
(array: Array)Array
RandomValueInArray

Returns a random value from the specified Array.

SignatureReturn Type
(array: Array)void
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.

SignatureReturn Type
(array: Array, index: Number)Array
ValueInArray

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

SignatureReturn Type
(array: Array, index: Number)void

Audio

GetSFX

Returns the SFX object corresponding to the provided id.

SignatureReturn Type
(objId: Number)SFX
GetVO

Returns the VO object corresponding to the provided id.

SignatureReturn Type
(objId: Number)VO

Camera

GetFixedCamera

Returns a Fixed Camera.

SignatureReturn Type
(objId: Number)FixedCamera

Effects

VFX

GetVFX

Returns the VFX object corresponding to the provided id.

SignatureReturn Type
(objId: Number)VFX

Event Payloads

Gamemode

EventBomb

Returns the Bomb payload from the OnBombDropped, OnBombPickedUp and OnBombStateChanged Event contexts.

EventBombState

Part of the OnBombStateChanged Payload to specify the new state of the bomb.

EventAreaTrigger

Returns the AreaTrigger payload from the OnPlayerEnterAreaTrigger and OnPlayerExitAreaTrigger Event contexts.

EventBoolean

Returns a Boolean payload.

EventCapturePoint

Returns the CapturePoint payload from the OnCapturePointCaptured, OnCapturePointLost, OnCapturePointCapturing, OnPlayerEnterCapturePoint and OnPlayerExitCapturePoint Event contexts.

EventDamageType

Returns the PlayerDamageTypesItem payload from the OnPlayerDamaged Event context.

EventDeathType

Returns the PlayerDeathTypesItem payload from the OnPlayerDied and OnPlayerEarnedKill Event contexts.

EventEmplacementSpawner

Returns the EmplacementSpawner payload from the Ongoing (EmplacementSpawner) Event context.

EventFixedCamera

Currently unused EventParamter.

EventGolmudTrainStopReason

Part of the OnGolmudTrainStopped Payload to specify why the train stopped.

EventHQ

Returns the HQ payload from the Ongoing (HQ) Event context.

EventInteractPoint

Returns the InteractPoint payload from the OnPlayerInteract Event context.

EventMCOM

Returns the MCOM payload from the OnMCOMArmed, OnMCOMDefused and OnMCOMDestroyed Event contexts.

EventNormal

Returns the Normal payload from the OnRaycastHit Event context.

EventNumber

Returns the Number payload from the OnPlayerLeaveGame Event context.

EventOtherPlayer

Returns the Team payload from the OnPlayerDied, OnPlayerEarnedKill, OnPlayerEarnedKillAssist, OnPlayerDamaged, OnRevived, OnMandown Event contexts.

EventPlayer

Returns the Player payload from many Event contexts.

EventPoint

Returns the Point payload from the OnRaycastHit Event context.

EventRingOfFire

Returns the RingOfFire payload from the OnRingOfFireZoneSizeChange Event context.

EventSeat

Returns the Seat payload from the OnPlayerExitVehicleSeat and OnPlayerEnterVehicleSeat Event contexts.

EventSector

Returns the Sector payload from the Ongoing (Sector) Event context.

EventSpawner

Returns the Spawner payload from the OnSpawnerSpawned Event context.

EventSpawnPoint

Returns the SpawnPoint payload from the Ongoing (SpawnPoint) Event context.

EventTeam

Returns the Team payload from the OnPlayerSwitchTeam Event contexts.

EventUIButtonEvent

Returns the UIButtonEventItem payload from the OnPlayerUIButtonEvent Event context.

EventUIWidget

Returns the UIWidget payload from the OnPlayerUIButtonEvent Event context.

EventVehicle

Returns the Vehicle payload from the OnVehicleSpawned, OnVehicleDestroyed, OnPlayerExitVehicleSeat, OnPlayerExitVehicle, OnPlayerEnterVehicleSeat and OnPlayerEnterVehicle Event contexts.

EventVehicleSpawner

Returns the VehicleSpawner payload from the Ongoing (VehicleSpawner) Event context.

EventVL7Cloud

Returns the VL7 from the OnPlayerEnterVL7Cloud and OnPlayerExitVL7Cloud Event context.

EventWaypointPath

Returns the WaypointPath payload from the Ongoing (WaypointPath) Event context.

EventWeapon

Returns the Weapon payload from the OnPlayerDied, OnPlayerDamaged, OnPlayerEarnedKill and OnPlayerDamaged Event contexts.

EventWorldIcon

Returns the WorldIcon payload from the Ongoing (WorldIcon) Event context.

Gameplay

Deploy

GetSpawnPoint

Returns the spawn point object corresponding to the provided id.

SignatureReturn Type
(objId: Number)SpawnPoint

Gamemode

GetGameModeScore

Returns the current gamemode score of the provided Player or Team.

SignatureReturn Type
(player: Player)Number
(team: Team)Number
GetMatchTimeElapsed

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

GetMatchTimeRemaining

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

GetRingOfFire

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

SignatureReturn Type
(objId: Number)RingOfFire
GetRoundTime

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

GetTargetScore

Returns the gamemode target score needed for victory.

IsFaction

Returns True if the provided Team is using soldiers from the specified Faction.

SignatureReturn Type
(team: Team, factions: Factions)Boolean
ScoreCriteriaItem

Returns a Score Criteria that can be used to set how the scoring is evaluated.

SignatureReturn Type
(String, String)Score Criteria
GetAreaTrigger

Returns the area trigger object corresponding to the provided id.

SignatureReturn Type
(objId: Number)AreaTrigger
GetEmplacementSpawner

Returns the emplacement spawner object corresponding to the provided id.

SignatureReturn Type
(objId: Number)EmplacementSpawner
GetGolmudTrainLocation

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

GetInteractPoint

Returns the interact point object corresponding to the provided id.

SignatureReturn Type
(objId: Number)InteractPoint
GetLootSpawner

Returns the loot spawner object corresponding to the provided id.

SignatureReturn Type
(objId: Number)LootSpawner
GetObjId

Returns the id corresponding to the provided object.

SignatureReturn Type
(object: Object)Number
GetSpatialObject

Returns the spatial object corresponding to the provided id.

SignatureReturn Type
(spatialObjectNumber: Number)SpatialObject
GetSpawner

Returns the spawner object corresponding to the provided id.

SignatureReturn Type
(objId: Number)Spawner
GetVehicleSpawner

Returns the vehicle spawner object corresponding to the provided id.

SignatureReturn Type
(objId: Number)VehicleSpawner
GetVL7Cloud

Returns the VL7Cloud object corresponding to the provided id.

SignatureReturn Type
(objId: Number)VL7Cloud
IsCurrentMap

Returns True if the provided Map is the name of the current map.

SignatureReturn Type
(maps: Maps)Boolean
SpawnObject

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

SignatureReturn Type
(prefabEnum: Runtime Spawn Common | Runtime Spawn Abbasid | Runtime Spawn Aftermath | Runtime Spawn Badlands | Runtime Spawn Battery | Runtime Spawn Capstone | Runtime Spawn Contaminated | Runtime Spawn Dumbo | Runtime Spawn Eastwood | Runtime Spawn Fire Storm | Runtime Spawn Limestone | Runtime Spawn Outskirts | Runtime Spawn Subsurface | Runtime Spawn Tungsten | Runtime Spawn Granite Downtown | Runtime Spawn Granite Marina | Runtime Spawn Granite Military Rn D | Runtime Spawn Granite Military Storage | Runtime Spawn Granite Residential North | Runtime Spawn Granite Tech Center | Runtime Spawn Granite Underground | Runtime Spawn Sand | Runtime Spawn Golmud Railway | Runtime Spawn Plaza, position: Vector, rotation: Vector, scale: Vector)void
(prefabEnum: Runtime Spawn Common | Runtime Spawn Abbasid | Runtime Spawn Aftermath | Runtime Spawn Badlands | Runtime Spawn Battery | Runtime Spawn Capstone | Runtime Spawn Contaminated | Runtime Spawn Dumbo | Runtime Spawn Eastwood | Runtime Spawn Fire Storm | Runtime Spawn Limestone | Runtime Spawn Outskirts | Runtime Spawn Subsurface | Runtime Spawn Tungsten | Runtime Spawn Granite Downtown | Runtime Spawn Granite Marina | Runtime Spawn Granite Military Rn D | Runtime Spawn Granite Military Storage | Runtime Spawn Granite Residential North | Runtime Spawn Granite Tech Center | Runtime Spawn Granite Underground | Runtime Spawn Sand | Runtime Spawn Golmud Railway | Runtime Spawn Plaza, position: Vector, rotation: Vector)void

Logic

And

Returns a Boolean value based on whether both of the provided inputs return True.

SignatureReturn Type
(boolean0: Boolean, boolean1: Boolean)Boolean
Equals

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

SignatureReturn Type
(any, any)Boolean
GreaterThan

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

SignatureReturn Type
(number0: Number, number1: Number)Boolean
GreaterThanEqualTo

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

SignatureReturn Type
(left: Number, right: Number)Boolean
IfThenElse

Returns the 1st provided value if the condition is True, otherwise, returns the 2nd provided value.

SignatureReturn Type
(condition: Boolean, any, any)void
IsType

Returns True if the provided value is equal to the specified Type.

SignatureReturn Type
(any, type: Types)Boolean
IsUndefined

Returns whether a value is undefined, such as when a function cannot return a valid value.

SignatureReturn Type
(any)Boolean
IsValid

Returns whether a value is defined and if object reference is valid for object values.

SignatureReturn Type
(any)Boolean
JsValue

Calls a javascript value function.

SignatureReturn Type
(valueName: String, any, any)void
LessThan

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

SignatureReturn Type
(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.

SignatureReturn Type
(left: Number, right: Number)Boolean
Not

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

SignatureReturn Type
(boolean: Boolean)Boolean
NotEqualTo

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

SignatureReturn Type
(any, any)Boolean
Or

Returns a Boolean based on whether either of the two inputs are True.

SignatureReturn Type
(boolean0: Boolean, boolean1: Boolean)Boolean
Xor

Returns True if the provided Boolean inputs return different values.

SignatureReturn Type
(boolean0: Boolean, boolean1: Boolean)Boolean

Messages

Concat

Returns a string containing the concatenation of two strings.

SignatureReturn Type
(string0: String, string1: String)String

Math

AbsoluteValue

Returns the unsigned value of the provided Number input.

SignatureReturn Type
(number: Number)Number
Add

Returns the sum of two Number or two Vector values.

SignatureReturn Type
(number0: Number, number1: Number)Number
(vector0: Vector, vector1: Vector)Vector
AngleBetweenVectors

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

SignatureReturn Type
(vector0: Vector, vector1: Vector)Number
AngleDifference

Returns the difference between two angles (in degrees).

SignatureReturn Type
(number0: Number, number1: Number)Number
ArccosineInDegrees

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

SignatureReturn Type
(number: Number)Number
ArccosineInRadians

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

SignatureReturn Type
(number: Number)Number
ArcsineInDegrees

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

SignatureReturn Type
(number: Number)Number
ArcsineInRadians

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

SignatureReturn Type
(number: Number)Number
ArctangentInDegrees

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

SignatureReturn Type
(number: Number)Number
ArctangentInRadians

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

SignatureReturn Type
(number: Number)Number
Ceiling

Returns the value rounded up to the nearest integer.

SignatureReturn Type
(number: Number)Number
CosineFromDegrees

Returns the cosine value of a specified angle in degrees.

SignatureReturn Type
(number: Number)Number
CosineFromRadians

Returns the cosine value of a specified angle in radians.

SignatureReturn Type
(number: Number)Number
CreateTransform

Creates a Transform from Position and Rotation Vectors

SignatureReturn Type
(position: Vector, rotation: Vector)Transform
CreateVector

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

SignatureReturn Type
(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.

SignatureReturn Type
(vector0: Vector, vector1: Vector)Vector
DegreesToRadians

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

SignatureReturn Type
(number: Number)Number
DirectionFromAngles

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

SignatureReturn Type
(number0: Number, number1: Number)Vector
DirectionTowards

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

SignatureReturn Type
(vector0: Vector, vector1: Vector)Vector
DistanceBetween

Returns the distance between a starting position and ending position.

SignatureReturn Type
(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.

SignatureReturn Type
(number0: Number, number1: Number)Number
(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.

SignatureReturn Type
(vector0: Vector, vector1: Vector)Number
Floor

Returns the value rounded down to the nearest integer.

SignatureReturn Type
(number: Number)Number
Max

Returns the greater of the two Number values provided.

SignatureReturn Type
(number0: Number, number1: Number)Number
Modulo

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

SignatureReturn Type
(number0: Number, number1: Number)Number
Multiply

Returns the product of two Number values or the product of a Vector and Number value.

SignatureReturn Type
(number0: Number, number1: Number)Number
(vector: Vector, number: Number)Vector
Normalize

Returns a unit-length normalization of a Vector.

SignatureReturn Type
(vector: Vector)Vector
Pi

Returns the constant value 3.14159

RadiansToDegrees

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

SignatureReturn Type
(number: Number)Number
RaiseToPower

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

SignatureReturn Type
(number0: Number, number1: Number)Number
RandomReal

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

SignatureReturn Type
(number0: Number, number1: Number)Number
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.

SignatureReturn Type
(number: Number)Number
SineFromDegrees

Returns the sine value of a specified angle in degrees.

SignatureReturn Type
(number: Number)Number
SineFromRadians

Returns the sine value of a specified angle in radians.

SignatureReturn Type
(number: Number)Number
SquareRoot

Returns the square root of a provided Number value.

SignatureReturn Type
(number: Number)Number
Subtract

Returns the difference between two Number values or two Vector values.

SignatureReturn Type
(number0: Number, number1: Number)Number
(vector0: Vector, vector1: Vector)Vector
TangentFromDegrees

Returns the tangent value of a specified angle in degrees.

SignatureReturn Type
(number: Number)Number
TangentFromRadians

Returns the tangent value of a specified angle in radians.

SignatureReturn Type
(number: Number)Number

Objectives

CapturePoint

AllCapturePoints

Returns an Array of all capture points within a game.

GetCapturePoint

Returns the CapturePoint or MCOM corresponding to the provided Capture Point or MCOM respectively.

SignatureReturn Type
(objId: Number)CapturePoint
GetCaptureProgress

Returns a Number from zero to one corresponding to the capture progress of the provided CapturePoint.

SignatureReturn Type
(capturePoint: CapturePoint)Number
GetCurrentOwnerTeam

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

SignatureReturn Type
(capturePoint: CapturePoint)Team
GetOwnerProgressTeam

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

SignatureReturn Type
(capturePoint: CapturePoint)Team
GetPlayersOnPoint

Returns a Array of all players within the boundaries of a provided CapturePoint.

SignatureReturn Type
(capturePoint: CapturePoint)Array
GetPreviousOwnerTeam

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

SignatureReturn Type
(capturePoint: CapturePoint)Team

Deploy

GetHQ

Returns the HQ object corresponding to the provided id.

SignatureReturn Type
(objId: Number)HQ

Gamemode

GetBomb

Returns the Bomb object corresponding to the provided id.

SignatureReturn Type
(objId: Number)Bomb
GetMCOM

Returns the MCOM object corresponding to the provided id.

SignatureReturn Type
(objId: Number)MCOM
GetSector

Returns the sector object corresponding to the provided id.

SignatureReturn Type
(objId: Number)Sector

Other

AmmoTypesItem

Returns an AmmoTypes Item which can be used with SpawnLoot.

SignatureReturn Type
(String, String)Ammo Types
ArmorTypesItem

Returns an ArmorTypes Item which can be used with SpawnLoot and AddEquipment.

SignatureReturn Type
(String, String)Armor Types
BombStateItem

Returns a BombState to use with the OnBombStateChanged Event.

SignatureReturn Type
(String, String)Bomb State
CamerasItem

Returns a Cameras Item which can be used with SetCameraType and SetCameraTypeForAll.

SignatureReturn Type
(String, String)Cameras
CustomNotificationSlotsItem

Returns a CustomNotificationSlot which can be used with DisplayCustomNotificationMessage and ClearCustomNotificationMessage.

SignatureReturn Type
(String, String)Custom Notification Slots
FactionsItem

Returns a Factions Item which can be used with IsFaction.

SignatureReturn Type
(String, String)Factions
GadgetsItem

Returns a Gadgets Item which can be used with SpawnLoot, AddEquipment, AIStartUsingGadget and AddUIGadgetImage.

SignatureReturn Type
(String, String)Gadgets
GetArgument

Returns the value of the argument that is passed into the Subroutine. The list of available parameters will populate once this block is placed inside the Subroutine.

SignatureReturn Type
(subroutineArgIndex: Number)void
GetVariable

Returns the value of a Variable.

SignatureReturn Type
(variable: Variable)void
GlobalVariable

Returns the variable specified by a number.

SignatureReturn Type
(variableIndex: Number)Variable
GolmudTrainMoveCommandsItem

Returns a GolmudTrainMoveCommands for use with GolmudTrainSendMoveCommand.

SignatureReturn Type
(String, String)Golmud Train Move Commands
GolmudTrainStopReasonItem

Returns a GolmudTrainStopReason to use with the OnGolmudTrainStopped Event.

SignatureReturn Type
(String, String)Golmud Train Stop Reason
GolmudTrainVariantsItem

Returns a GolmudTrainVariant used by mutators.

SignatureReturn Type
(String, String)Golmud Train Variants
InventorySlotsItem

Returns an InventorySlots Item which can be used with RemovePlayerInventoryAtSlot, SetInventoryAmmo, SetInventoryMagazineAmmo and ForceSwitchInventory.

SignatureReturn Type
(String, String)Inventory Slots
MapsItem

Returns a Maps Item which can be used with IsCurrentMap.

SignatureReturn Type
(String, String)Maps
MCOMArmTypeItem

Returns a MCOMArmType that can be used with SetMCOMArmType.

SignatureReturn Type
(String, String)MCOM Arm Type
MoveSpeedItem

Returns a MoveSpeed Item which can be used with AISetMoveSpeed.

SignatureReturn Type
(String, String)Move Speed
MusicEventsItem

Returns a triggerable music event.

SignatureReturn Type
(String, String)Music Events
MusicPackagesItem

Returns a "music package" for loading music, such as loading Core music or loading BattleRoyale music.

SignatureReturn Type
(String, String)Music Packages
MusicParamsItem

Returns a parameter that controls different parts of the music.

SignatureReturn Type
(String, String)Music Params
ObjectVariable

Returns the variable specified by an object.

SignatureReturn Type
(ownerObject: Object, variableIndex: Number)Variable
PlayerDamageTypesItem

Returns a PlayerDamageTypes Item which can be used with EventDamageTypeCompare.

SignatureReturn Type
(String, String)Player Damage Types
PlayerDeathTypesItem

Returns a PlayerDeathTypes Item which can be used with EventDeathTypeCompare.

SignatureReturn Type
(String, String)Player Death Types
RestrictedInputsItem

Returns a RestrictedInputs Item which can be used with EnableInputRestriction.

SignatureReturn Type
(String, String)Restricted Inputs
ResupplyTypesItem

Returns a ResupplyTypes Item which can be used with Resupply.

SignatureReturn Type
(String, String)Resupply Types
RuntimeSpawn_AbbasidItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Abbasid
RuntimeSpawn_AftermathItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Aftermath
RuntimeSpawn_BadlandsItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Badlands
RuntimeSpawn_BatteryItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Battery
RuntimeSpawn_CapstoneItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Capstone
RuntimeSpawn_CommonItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Common
RuntimeSpawn_ContaminatedItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Contaminated
RuntimeSpawn_DumboItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Dumbo
RuntimeSpawn_EastwoodItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Eastwood
RuntimeSpawn_FireStormItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Fire Storm
RuntimeSpawn_GolmudRailwayItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Golmud Railway
RuntimeSpawn_Granite_DowntownItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Granite Downtown
RuntimeSpawn_Granite_MarinaItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Granite Marina
RuntimeSpawn_Granite_ResidentialNorthItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Granite Residential North
RuntimeSpawn_Granite_TechCenterItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Granite Tech Center
RuntimeSpawn_Granite_UndergroundItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Granite Underground
RuntimeSpawn_LimestoneItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Limestone
RuntimeSpawn_OutskirtsItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Outskirts
RuntimeSpawn_PlazaItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Plaza
RuntimeSpawn_SandItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Sand
RuntimeSpawn_SubsurfaceItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Subsurface
RuntimeSpawn_TungstenItem

Returns an object which can used with SpawnObject.

SignatureReturn Type
(String, String)Runtime Spawn Tungsten
ScoreboardTypeItem

Returns a ScoreboardType Item which can used with SetScoreboardType.

SignatureReturn Type
(String, String)Scoreboard Type
ScreenEffectsItem

Returns a ScreenEffectsItem which can used with EnableScreenEffect.

SignatureReturn Type
(String, String)Screen Effects
SoldierClassItem

Returns a SoldierClass Item which can be used with SpawnAIFromAISpawner.

SignatureReturn Type
(String, String)Soldier Class
SoldierEffectsItem

SoldierEffectsItem

SignatureReturn Type
(String, String)Soldier Effects
SoldierStateBoolItem

Returns a SoldierStateBool Item which can be used with GetSoldierState.

SignatureReturn Type
(String, String)Soldier State Bool
SoldierStateNumberItem

Returns a SoldierStateBool Item which can be used with GetSoldierState.

SignatureReturn Type
(String, String)Soldier State Number
SoldierStateVectorItem

Returns a SoldierStateBool Item which can be used with GetSoldierState.

SignatureReturn Type
(String, String)Soldier State Vector
SpawnModesItem

Returns a SpawnModes Item which can be used with SetSpawnMode.

SignatureReturn Type
(String, String)Spawn Modes
SpectatingGroupItem

Returns a SpectatingGroup for use with SetSpectatingFilters

SignatureReturn Type
(String, String)Spectating Group
SpotStatusItem

Returns a SpotStatus Item which can be used with SpotTarget.

SignatureReturn Type
(String, String)Spot Status
StanceItem

Returns a Stance Item which can be used with AISetStance.

SignatureReturn Type
(String, String)Stance
StationaryEmplacementsItem

Returns a StationaryEmplacements Item which can be used with SetEmplacementSpawnerType.

SignatureReturn Type
(String, String)Stationary Emplacements
TypesItem

Returns a Types Item which can used with IsType.

SignatureReturn Type
(String, String)Types
UIAnchorItem

Returns a UIAnchor Item which can used with many UI Actions.

SignatureReturn Type
(String, String)UI Anchor
UIBgFillItem

Returns a UIBgFill Item which can used with many UI Actions.

SignatureReturn Type
(String, String)UI Bg Fill
UIButtonEventItem

Returns a UIButtonEvent Item which can used with many EnableUIButtonEvent.

SignatureReturn Type
(String, String)UI Button Event
UIDepthItem

Returns a UIDepth Item which can used with many UI Actions.

SignatureReturn Type
(String, String)UI Depth
UIImageTypeItem

Returns a UIImageType Item which can used with AddUIImage.

SignatureReturn Type
(String, String)UI Image Type
VehicleCategoriesItem

Returns a VehicleCategories item.

SignatureReturn Type
(String, String)Vehicle Categories
VehicleListItem

Returns a VehicleList Item which can be used with SetVehicleSpawnerVehicleType and CompareVehicleName.

SignatureReturn Type
(String, String)Vehicle List
VehicleStateVectorItem

Returns a VehicleStateVector Item which can be used with GetVehicleState.

SignatureReturn Type
(String, String)Vehicle State Vector
VoiceOverEvents2DItem

Returns a VoiceOverEvents2D Item which can be used with PlayVO.

SignatureReturn Type
(String, String)Voice Over Events2 D
VoiceOverFlagsItem

Returns a VoiceOverFlags Item which can be used with PlayVO.

SignatureReturn Type
(String, String)Voice Over Flags
WeaponAttachmentsItem

Returns a WeaponAttachments Item which can be used with AddAttachmentToWeaponPackage.

SignatureReturn Type
(String, String)Weapon Attachments
WeaponsItem

Returns an Weapons Item which can be used with AddEquipment, and AddUIWeaponImage.

SignatureReturn Type
(String, String)Weapons
WorldIconImagesItem

Returns a WorldIconImages Item which can be used with SetWorldIconImage.

SignatureReturn Type
(String, String)World Icon Images

Performance

GetPortalAverageFrameTime

Return the average Portal processing frame time

GetServerAverageFrameTime

Return average Server side frame time

Player

AllPlayers

Returns an Array of all players within a game.

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.

SignatureReturn Type
(vector: Vector)Player
(vector: Vector, team: Team)Player
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.

SignatureReturn Type
(vector: Vector)Player
(vector: Vector, team: Team)Player
GetPlayer
SignatureReturn Type
(objId: Number)Player
GetPlayerDeaths

Returns the total amount of deaths for the target Player.

SignatureReturn Type
(player: Player)Number
GetPlayerKills

Returns the total amount of kills for the target Player.

SignatureReturn Type
(player: Player)Number
GetSquad

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

SignatureReturn Type
(player: Player)Squad
(teamIdNumber: Number, squadIdNumber: Number)Squad
GetSquadName

Returns a string of the name of the provided squad.

SignatureReturn Type
(Squad)String
GetTeam

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

SignatureReturn Type
(player: Player)Team
(teamId: Number)Team
IsPlayerValid

Returns True if the provided Player is valid.

SignatureReturn Type
(player: Player)Boolean
IsSquadLeader

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

SignatureReturn Type
(player: Player)Boolean

Inventory

CreateNewWeaponPackage

Creates and returns a new weapon package.

Soldier

EventDamageTypeCompare

Returns a Boolean indicating if the victim was damaged by the provided DamageType.

SignatureReturn Type
(damageType: DamageType, playerDamageTypes: Player Damage Types)Boolean
EventDeathTypeCompare

Returns a Boolean indicating if the victim died by the provided DeathType.

SignatureReturn Type
(deathType: DeathType, playerDeathTypes: Player Death Types)Boolean
EventWeaponCompare

Returns a Boolean indicating if the given HardwareId is equivalent to the provided ability.

SignatureReturn Type
(eventWeapon: WeaponUnlock, weapon: Weapons)Boolean
(eventWeapon: WeaponUnlock, gadget: Gadgets)Boolean
GetInventoryAmmo

Returns the target Player loaded ammo of the provided Inventory Slot.

SignatureReturn Type
(player: Player, inventorySlots: Inventory Slots)Number
GetInventoryMagazineAmmo

Returns the target Player magazine ammo of the provided Inventory Slot.

SignatureReturn Type
(player: Player, inventorySlots: Inventory Slots)Number
GetSoldierState

Returns the value of the target Player state.

SignatureReturn Type
(player: Player, soldierStateNumber: Soldier State Number)Number
(player: Player, soldierStateBool: Soldier State Bool)Boolean
(player: Player, soldierStateVector: Soldier State Vector)Vector
HasEquipment

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

SignatureReturn Type
(player: Player, weapon: Weapons)Boolean
(player: Player, gadget: Gadgets)Boolean
IsInventorySlotActive

Returns True whether or not the active inventory slot of the target Player is the provided Inventory Slot.

SignatureReturn Type
(player: Player, inventorySlots: Inventory Slots)Boolean
IsSoldierClass

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

SignatureReturn Type
(player: Player, soldierClass: Soldier Class)Boolean

Transform

BackwardVector

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

DownVector

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

ForwardVector

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

GetObjectPosition

Returns the position vector of the provided object.

SignatureReturn Type
(object: Object)Vector
GetObjectRotation

Returns the rotation vector of the provided object.

SignatureReturn Type
(object: Object)Vector
GetObjectTransform

Returns the transform vector of the provided object.

SignatureReturn Type
(object: Object)Transform
GetTransformPosition

Returns the position of a Transform as a Vector.

SignatureReturn Type
(transform: Transform)Vector
GetTransformRotation

Returns the rotation of a Transform as a Vector

SignatureReturn Type
(transform: Transform)Vector
LeftVector

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

LocalPositionOf

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

SignatureReturn Type
(vector: Vector, player: Player)Vector
LocalVectorOf

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

SignatureReturn Type
(vector: Vector, player: Player)Vector
RightVector

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

UpVector

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

VectorTowards

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

SignatureReturn Type
(vector0: Vector, vector1: Vector)Vector
WorldPositionOf

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

SignatureReturn Type
(vector: Vector, player: Player)Vector
WorldVectorOf

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

SignatureReturn Type
(vector: Vector, player: Player)Vector
XComponentOf

Returns the 'X' component of a provided Vector.

SignatureReturn Type
(vector: Vector)Number
YComponentOf

Returns the 'Y' component of a provided Vector.

SignatureReturn Type
(vector: Vector)Number
ZComponentOf

Returns the 'Z' component of a provided Vector.

SignatureReturn Type
(vector: Vector)Number

UI

Gamemode

GameModeTickerItem

Returns a GameMode Ticker that can be used to set different gamemode tickers.

SignatureReturn Type
(String, String)Game Mode Ticker
GetWorldIcon

Returns the world icon object corresponding to the provided id.

SignatureReturn Type
(objId: Number)WorldIcon

Messages

Message

Returns a constructed Message object which can be used with ShowEventGameModeMessage, ShowNotificationMessage, ShowHighlightedGameModeMessage, and DisplayCustomNotificationMessage. The Message object is created by providing a Number, Player, or format String (which can take up to 3 format items). A format String is a String that contains {} (called braces) within them, which can be substituted for parameters. For example, the String - {} gained {} points! - can be given a Player and Number parameter and could output as John gained 2 points!. See the example below for how this can be used with blocks.

Note: It's your responsibility to ensure a safe and fair experience for others, violating the EA User Agreement by using offensive or inappropriate text may result in account bans.

SignatureReturn Type
(msg: String | Number | Player, msgArg0: String | Number | Player, msgArg1: String | Number | Player, msgArg2: String | Number | Player)Message
(msg: String | Number | Player, msgArg0: String | Number | Player, msgArg1: String | Number | Player)Message
(msg: String | Number | Player, msgArg0: String | Number | Player)Message
(msg: String | Number | Player)Message

UIWidgets

FindUIWidgetWithName

Returns the UI Widget matching the specified name.

SignatureReturn Type
(name: String, searchRoot: UIWidget)UIWidget
(name: String)void
GetUIButtonAlphaBase

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

SignatureReturn Type
(widget: UIWidget)Number
GetUIButtonAlphaDisabled

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

SignatureReturn Type
(widget: UIWidget)Number
GetUIButtonAlphaFocused

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

SignatureReturn Type
(widget: UIWidget)Number
GetUIButtonAlphaHover

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

SignatureReturn Type
(widget: UIWidget)Number
GetUIButtonAlphaPressed

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

SignatureReturn Type
(widget: UIWidget)Number
GetUIButtonColorBase

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

SignatureReturn Type
(widget: UIWidget)Vector
GetUIButtonColorDisabled

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

SignatureReturn Type
(widget: UIWidget)Vector
GetUIButtonColorFocused

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

SignatureReturn Type
(widget: UIWidget)Vector
GetUIButtonColorHover

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

SignatureReturn Type
(widget: UIWidget)Vector
GetUIButtonColorPressed

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

SignatureReturn Type
(widget: UIWidget)Vector
GetUIButtonEnabled

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

SignatureReturn Type
(widget: UIWidget)Boolean
GetUIImageAlpha

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

SignatureReturn Type
(widget: UIWidget)Number
GetUIImageColor

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

SignatureReturn Type
(widget: UIWidget)Vector
GetUIImageType

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

SignatureReturn Type
(widget: UIWidget)UI Image Type
GetUIRoot

Returns the UI Root as a UI Widget.

GetUITextAlpha

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

SignatureReturn Type
(widget: UIWidget)Number
GetUITextAnchor

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

SignatureReturn Type
(widget: UIWidget)UI Anchor
GetUITextColor

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

SignatureReturn Type
(widget: UIWidget)Vector
GetUITextSize

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

SignatureReturn Type
(widget: UIWidget)Number
GetUIWidgetAnchor

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

SignatureReturn Type
(widget: UIWidget)UI Anchor
GetUIWidgetBgAlpha

Returns the background alpha value of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Number
GetUIWidgetBgColor

Returns the background color vector of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIWidgetBgFill

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

SignatureReturn Type
(widget: UIWidget)UI Bg Fill
GetUIWidgetDepth

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

SignatureReturn Type
(widget: UIWidget)UI Depth
GetUIWidgetName

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

SignatureReturn Type
(widget: UIWidget)String
GetUIWidgetPadding

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

SignatureReturn Type
(widget: UIWidget)Number
GetUIWidgetParent

Returns the Parent UI Widget of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)UIWidget
GetUIWidgetPosition

Returns the positional vector of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIWidgetSize

Returns the scale vector of the specified UI Widget.

SignatureReturn Type
(widget: UIWidget)Vector
GetUIWidgetVisible

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

SignatureReturn Type
(widget: UIWidget)Boolean
HasUIWidgetWithName

Returns a boolean indicating if the UI Widget exists.

SignatureReturn Type
(name: String, searchRoot: UIWidget)Boolean
(name: String)Boolean

Vehicles

AllVehicles

Returns an Array of all vehicles within a game.

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.

SignatureReturn Type
(vehicle: Vehicle, vehicleList: Vehicle List)Boolean
GetVehicle
SignatureReturn Type
(objId: Number)Vehicle
GetVehicleFromPlayer

Returns the Vehicle used by a Player.

SignatureReturn Type
(player: Player)Vehicle
GetVehicleSeatCount

Returns the Number of seats in a Vehicle.

SignatureReturn Type
(vehicle: Vehicle)Number
GetVehicleState

Returns the value of the target Vehicle state.

SignatureReturn Type
(vehicle: Vehicle, vehicleStateVector: Vehicle State Vector)Vector
GetVehicleTeam

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

SignatureReturn Type
(vehicle: Vehicle)Team
IsVehicleOccupied

Returns a Boolean indicating if the target Vehicle is a occupied by a player.

SignatureReturn Type
(vehicle: Vehicle)Boolean
IsVehicleSeatOccupied

Returns a Boolean indicating if the target seat index Number of target Vehicle is a occupied by a player.

SignatureReturn Type
(vehicle: Vehicle, number: Number)Boolean

Soldier

GetAllPlayersInVehicle

Returns a Array of all players inside a provided Vehicle

SignatureReturn Type
(vehicle: Vehicle)Array
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.

SignatureReturn Type
(vehicle: Vehicle, number: Number)Player
GetPlayerVehicleSeat

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

SignatureReturn Type
(player: Player)Number

Actions

Action blocks perform operations and do not return a value.

AI

Behaviour

AIBattlefieldBehavior

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

Signature
(player: Player)
AIDefendPositionBehavior

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

Signature
(player: Player, defendPosition: Vector, minDistance: Number, maxDistance: Number)
AIIdleBehavior

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

Signature
(player: Player)
AILOSMoveToBehavior

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

Signature
(player: Player, position: Vector)
AIMoveToBehavior

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

Signature
(player: Player, position: Vector)
AIParachuteBehavior

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

Signature
(player: Player)
AIValidatedMoveToBehavior

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

Signature
(player: Player, position: Vector)
AIWaypointIdleBehavior

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

Signature
(player: Player, waypointPath: WaypointPath)
SetAiInput

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

Signature
(player: Player, input: Ai Input, duration: Number)

Deploy

AISetUnspawnOnDead

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

Signature
(spawner: Spawner, enableUnspawnOnDead: Boolean)
SetUnspawnDelayInSeconds

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

Signature
(spawner: Spawner, delay: Number)
SpawnAIFromAISpawner

Spawn one AI soldier from a specific AI Spawner.

Signature
(spawner: Spawner)
(spawner: Spawner, classToSpawn: Soldier Class, name: Message)
(spawner: Spawner, classToSpawn: Soldier Class)
(spawner: Spawner, name: Message)
(spawner: Spawner, team: Team)
(spawner: Spawner, classToSpawn: Soldier Class, name: Message, team: Team)
(spawner: Spawner, classToSpawn: Soldier Class, team: Team)
(spawner: Spawner, name: Message, team: Team)
UnspawnAllAIsFromAISpawner

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

Signature
(spawner: Spawner)
AIEnableShooting

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

Signature
(player: Player)
(player: Player, enable: Boolean)
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)

Signature
(player: Player)
(player: Player, enable: Boolean)
AIForceFire

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

Signature
(player: Player, fireDuration: Number)
AIGadgetSettings

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

Signature
(player: Player, applyUsageCriteria: Boolean, applyCoolDownAfterUse: Boolean, applyInaccuracy: Boolean)
AISetFocusPoint

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

Signature
(player: Player, point: Vector, isTarget: Boolean)
AISetMoveSpeed

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

Signature
(player: Player, moveSpeed: Move Speed)
AISetStance

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

Signature
(player: Player, stance: Stance)
AISetTarget

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

Signature
(aiPlayer: Player, targetPlayer: Player)
(player: Player)
AIStartUsingGadget

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

Signature
(player: Player, gadget: Gadgets, targetPos: Vector)
(player: Player, gadget: Gadgets, targetPlayer: Player)
AIStopUsingGadget

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

Signature
(player: Player)
SetAIToHumanDamageModifier

Sets the damage multiplier from AI players to actualy players.

Signature
(damageMultiplier: Number)

Arrays

SetVariableAtIndex

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

Note: The first value in the array starts at an index of 0.

Signature
(arrayVariable: Variable, arrayIndex: Number, any)

Audio

PlaySound

Plays a sound using runtime spawner tech.

Signature
(sound: SFX, amplitude: Number, team: Team)
(sound: SFX, amplitude: Number, squad: Squad)
(sound: SFX, amplitude: Number, player: Player)
(sound: SFX, amplitude: Number)
(sound: SFX, amplitude: Number, location: Vector, attenuationRange: Number, team: Team)
(sound: SFX, amplitude: Number, location: Vector, attenuationRange: Number, squad: Squad)
(sound: SFX, amplitude: Number, location: Vector, attenuationRange: Number, player: Player)
(sound: SFX, amplitude: Number, location: Vector, attenuationRange: Number)
PlayVO

Plays a voice-over event clip.

Signature
(voiceOver: VO, event: Voice Over Events2 D, flag: Voice Over Flags)
(voiceOver: VO, event: Voice Over Events2 D, flag: Voice Over Flags, player: Player)
(voiceOver: VO, event: Voice Over Events2 D, flag: Voice Over Flags, squad: Squad)
(voiceOver: VO, event: Voice Over Events2 D, flag: Voice Over Flags, team: Team)
SetSoundAmplitude

Sets the amplitude of a given sound.

Signature
(sound: SFX, amplitude: Number, team: Team)
(sound: SFX, amplitude: Number, squad: Squad)
(sound: SFX, amplitude: Number, player: Player)
(sound: SFX, amplitude: Number)
StopSound

Stops a given sound.

Signature
(sound: SFX, team: Team)
(sound: SFX, squad: Squad)
(sound: SFX, player: Player)
(sound: SFX)

Camera

SetCameraTypeForAll

Sets CameraType for all players.

Signature
(cameraType: Cameras)
(cameraType: Cameras, cameraIndex: Number)
SetCameraTypeForPlayer

Sets CameraType for provided Player.

Signature
(player: Player, cameraType: Cameras)
(player: Player, cameraType: Cameras, cameraIndex: Number)
SetFreeCameraCollisionForAll

Set whether collision is enabled for the Free Camera. (Default true)

Signature
(enabled: Boolean)
SetFreeCameraCollisionForPlayer

Set whether collision is enabled for the Free Camera. (Default true)

Signature
(player: Player, enabled: Boolean)
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

Signature
(group: Spectating Group, ownSquadOnly: Boolean, ownTeamOnly: Boolean)
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

Signature
(player: Player, group: Spectating Group, ownSquadOnly: Boolean, ownTeamOnly: Boolean)
SetThirdPersonCameraPositionForAll

Set the FollowDistance, FollowHeight, and ShoulderOffset for the Third Person Camera. (Default 2.5, 0.2, 0.6)

Signature
(followDistance: Number, followHeight: Number, shoulderOffset: Number)
SetThirdPersonCameraPositionForPlayer

Set the FollowDistance, FollowHeight, and ShoulderOffset for the Third Person Camera. (Default 2.5, 0.2, 0.6)

Signature
(player: Player, followDistance: Number, followHeight: Number, shoulderOffset: Number)

Effects

ScreenEffects

EnableScreenEffect

Enables or disables a player-specific screen effect.

Signature
(player: Player, screenEffect: Screen Effects, enable: Boolean)

VFX

EnableVFX

Enables of disables a visual effect.

Signature
(vfx: VFX, enable: Boolean)
MoveVFX

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

Signature
(vfxID: VFX, position: Vector, rotation: Vector)
SetVFXColor

Changes the color of a visual effect.

Signature
(vfxID: VFX, color: Vector)
SetVFXScale

Changes the scale of a visual effect.

Signature
(vfxID: VFX, scale: Number)
SetVFXSpeed

Changes the speed of a visual effect.

Signature
(vfxID: VFX, speed: Number)

Emplacements

ForceEmplacementSpawnerSpawn

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

Signature
(emplacementSpawner: EmplacementSpawner)
SetEmplacementSpawnerAbandonVehicleOutOfCombatArea

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

Signature
(emplacementSpawner: EmplacementSpawner, enabled: Boolean)
SetEmplacementSpawnerApplyDamageToAbandonVehicle

Enables or disables the feature to destroy abandoned emplacements.

Signature
(emplacementSpawner: EmplacementSpawner, enabled: Boolean)
SetEmplacementSpawnerAutoSpawn

Enables or Disables automatic emplacement respawning from the emplacement spawner.

Signature
(emplacementSpawner: EmplacementSpawner, enabled: Boolean)
SetEmplacementSpawnerKeepAliveAbandonRadius

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

Signature
(emplacementSpawner: EmplacementSpawner, keepAliveAbandonedRadius: Number)
SetEmplacementSpawnerRespawnTime

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

Signature
(emplacementSpawner: EmplacementSpawner, respawnTime: Number)
SetEmplacementSpawnerSpawnerRadius

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

Signature
(emplacementSpawner: EmplacementSpawner, keepAliveSpawnerRadius: Number)
SetEmplacementSpawnerTimeUntilAbandon

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

Signature
(emplacementSpawner: EmplacementSpawner, timeUntilAbandon: Number)
SetEmplacementSpawnerType

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

Signature
(emplacementSpawner: EmplacementSpawner, emplacementType: Stationary Emplacements)

Gameplay

Debug

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.

Deploy

DeployAllPlayers

Force spawns all players in the deploy screen.

EnableAllPlayerDeploy

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

Signature
(enablePlayerDeploy: Boolean)
EnablePlayerDeploy

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

Signature
(player: Player, deployAllowed: Boolean)
SetRedeployTime

Overrides the time to redeploy for a target Player.

Note: The redeploy time must be set to a value between 0 and 60 seconds.

Signature
(player: Player, redeployTime: Number)
UndeployAllPlayers

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

UndeployPlayer

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

Signature
(player: Player)

Gamemode

EndGameMode

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

Signature
(player: Player)
(team: Team)
PauseGameModeTime

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

Signature
(pauseTimer: Boolean)
ResetGameModeTime

Resets the gamemode time to its starting value.

RingOfFireStart

Signals the RingOfFire to start shrinking.

Signature
(ringOfFire: RingOfFire)
SetFriendlyFire

Enables of disables friendly fire.

Signature
(enableFriendlyFire: Boolean)
SetGameModeCriteria

Sets the type of criteria used to check the score for winning teams.

Signature
(criteria: Score Criteria)
SetGameModeInitialScore

Sets the Initial Score for teams.

Signature
(team: Team, initialscore: Number)
SetGameModeScore

Sets the gamemode score of the provided Player or Team.

Signature
(team: Team, newScore: Number)
(player: Player, newScore: Number)
SetGameModeTargetScore

Sets the gamemode target score used to determine victory.

Signature
(newScore: Number)
SetGameModeTimeLimit

Sets the duration of the game in seconds.

Signature
(newTimeLimit: Number)
SetHQTeam

Sets a HQ to a specific Team.

Signature
(hq: HQ, team: Team)
SetRingOfFireDamageAmount

Sets the damage dealt by the RingOfFire to players caught.

Signature
(ringOfFireId: RingOfFire, ringOfFireDamageAmount: Number)
SetRingOfFireStableTime

Sets the duration the RingOfFire remains stable before Shrinking again.

Signature
(ringOfFireId: RingOfFire, ringOfFireStableTime: Number)
ApplyAreaImpulseAndDamage

Apply impulse and damage to objects within set radius of given point. Impulse direction from center point, unless specified with ImpulseDirection

Signature
(center: Vector, radius: Number, impulseStrength: Number, damageAmount: Number)
(center: Vector, radius: Number, impulseStrength: Number, damageAmount: Number, impulseDirection: Vector)
ApplyImpulse

Apply impulse with given world position, direction and magnitude

Signature
(vehicle: Vehicle, worldPosition: Vector, direction: Vector, magnitude: Number)
AutoBalanceTeams

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

DisablePlayerJoin

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

EnableAreaTrigger

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

Signature
(areaTrigger: AreaTrigger, enable: Boolean)
EnableInteractPoint

Enables of disables an interact point.

Signature
(interactPoint: InteractPoint, enable: Boolean)
GolmudTrainSendMoveCommand

Sends a move instruction to the Golmud Railway train.

Signature
(moveCommand: Golmud Train Move Commands)
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.

Signature
(player: Player, start: Vector, stop: Vector)
(start: Vector, stop: Vector)
SetTeam

Sets the target Player team using the provided Team. This will force the Player back to the deploy screen.

Note: this block is not supported in Free-For-All.

Signature
(player: Player, team: Team)
SetVL7CloudEffects

Enables or Disables any effect from a designated VL7Cloud object.

Signature
(vl7Cloud: VL7Cloud, screenEffect: Boolean, soldierEffect: Boolean, visualEffect: Boolean)
SpawnLoot

Spawns a weapon or gadget at a LootSpawner.

Signature
(lootSpawner: LootSpawner, ammo: Ammo Types)
(lootSpawner: LootSpawner, weapon: Weapons)
(lootSpawner: LootSpawner, gadget: Gadgets)
(lootSpawner: LootSpawner, armor: Armor Types)
SwitchTeams

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

Signature
(teamA: Team, teamB: Team)
UnspawnAllLoot

Removes all existing loot from the world.

UnspawnObject

Unspawn an Object spawned using SpawnObject.

Signature
(obj: Object)

Health

DealDamage

Deals a provided amount of damage to a target Player by a another Player.

Signature
(player: Player, damageAmount: Number)
(player: Player, damageAmount: Number, damageGiver: Player)
(vehicle: Vehicle, damageAmount: Number)
ForceRevive

Revives a target Player who is in the mandown state.

Signature
(player: Player)
Heal

Instantly adds a given amount of health to the target Player applied by a healer Player.

Note: When healing a player with a max health multiplier not equal to 1, the amount of health they receive will scale with their max health multiplier value.

Signature
(player: Player, healAmount: Number)
(player: Player, healAmount: Number, giver: Player)
(vehicle: Vehicle, repairAmount: Number)
Kill

Kills a target Player (skips the Mandown state).

Signature
(player: Player)
(vehicle: Vehicle)

Soldier

SetSoldierEffect

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

Signature
(player: Player, soldierEffects: Soldier Effects, isEnabled: Boolean)
SpotTarget

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

Signature
(targetplayer: Player, duration: Number, spotStatus: Spot Status)
(targetPlayer: Player, spotterPlayer: Player, duration: Number, spotStatus: Spot Status)
(targetplayer: Player, spotStatus: Spot Status)
(targetPlayer: Player, spotterPlayer: Player, duration: Number)
(targetplayer: Player, duration: Number)

Logic

Abort

Stops the execution of a list of Actions in a Rule.

AbortIf

Stops the execution of a list of Actions in a Rule if the provided Boolean is True. Otherwise, the execution continues with the remaining Actions.

Signature
(condition: Boolean)
Break

Breaks and exits the execution of a looping block, such as While or ForVariable.

CallSubroutine
Signature
(subroutineIndex: Number)
ChaseVariableAtRate

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

Signature
(variable: Variable, limit: Number, deltaPerSecond: Number)
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.

Signature
(variable: Variable, limit: Number, durationSeconds: Number)
Continue

Forces the execution of a looping block (such as While or ForVariable) to the start of the next iteration of that block.

Else
ElseIf
Signature
(condition: Boolean)
End
ForVariable

The start of a series of Actions that will execute in a loop, modifying the control variable on each iteration. If the control Variable reaches or passes the range end value, the loop exits, and execution continues through the remaining Actions in the Rule.

Signature
(variable: Variable, start: Number, end: Number, stepSize: Number)
If

A special block which evaluates conditions to control the flow of Actions in the If, Else If, and Else branches.

Signature
(condition: Boolean)
JsAction

Calls a javascript action function.

Signature
(actionName: String, any, any)
Skip

Skips a provided number of Actions following this block within this Rule.

Signature
(actionCount: Number)
SkipIf

Skips a provided number of Actions following this block within this Rule if the condition evaluates to True. If it does not, execution continues with the remaining Actions.

Signature
(actionCount: Number, Boolean)
StopChasingVariable

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

Signature
(variable: Variable)
Wait

Pauses the execution of Actions in a Rule for a provided Number of seconds.

Signature
(seconds: Number)
WaitUntil

Pauses the execution of Actions in a Rule for a provided Number of seconds or if the provided condition evaluates to True during that interval.

Signature
(seconds: Number, condition: Boolean)
While

A block of Actions that will execute in a loop as long as the provided condition is True.

Signature
(condition: Boolean)

Objectives

CapturePoint

EnableCapturePointDeploying

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

Signature
(capturePoint: CapturePoint, enableDeploying: Boolean)
SetCapturePointCapturingTime

Sets the capturing time for target CapturePoint to the provided Number.

Signature
(capturePoint: CapturePoint, capturingTime: Number)
SetCapturePointNeutralizationTime

Sets the neutralization time for target CapturePoint to the provided Number.

Signature
(capturePoint: CapturePoint, neutralizationTime: Number)
SetCapturePointOwner

Claims the provided CapturePoint for the specified Team.

Signature
(capturePoint: CapturePoint, team: Team)
SetMaxCaptureMultiplier

Sets the capture time multiplier for target CapturePoint to the provided Number.

Signature
(capturePoint: CapturePoint, multiplier: Number)

Deploy

EnableHQ

Enables or disables a headquarters.

Signature
(hq: HQ, enable: Boolean)
EnableGameModeObjective

Enables or disables the provided Objective.

Signature
(objective: CapturePoint | HQ | Sector | MCOM, enable: Boolean)
ForceBombDrop

Forces the bomb drop to be dropped from its carrier.

Signature
(bomb: Bomb)
ForceBombReset

Force resets the bomb to its initial location.

Signature
(bomb: Bomb)
ForceBombSpawn

Forces the bomb to spawn at the original location.

Signature
(bomb: Bomb)
ForceBombUnspawn

Forces the bomb to unspawn.

Signature
(bomb: Bomb)
GiveBombToPlayer

Gives the Bomb to the chosen Player.

Signature
(player: Player, bomb: Bomb)
SetBombDropFuseTime

Sets the fuse time for when the bomb is dropped to the ground before it blows up.

Signature
(bomb: Bomb, dropfusetime: Number)
SetBombTeam

Changes the Team that can pick-up the bomb.

Signature
(bomb: Bomb, team: Team)
SetBombWorldIconGlobalVisibility

Sets the world Icon global visibility, if set to enabled all teams can see the bomb carrier Icon, if set to disabled only the attacking team can.

Signature
(bomb: Bomb, Enabled: Boolean)
SetMCOMArmType

Sets the MCOM arm type, if set to default anyone on the opposing team can arm it, otherwise only the bomb carrier can.

Signature
(mcom: MCOM, mcomarmtype: MCOM Arm Type)
SetMCOMFuseTime

Sets the fuse time (in seconds) for target MCOM to the provided Number

Signature
(mCOM: MCOM, fuseTime: Number)
SetMCOMOwner

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

Signature
(mcom: MCOM, team: Team)

Other

SetVariable

Sets the value of a Variable.

Signature
(variable: Variable, any)

Player

Deploy

DeployPlayer

Deploys a target Player onto the battlefield from the deploy screen.

Signature
(player: Player)
SetSpawnMode

Determines if players are spawned automatically or not.

Signature
(spawnModes: Spawn Modes)
SpawnPlayerFromSpawnPoint

Force Deploy a soldier from a specific spawn point.

Signature
(player: Player, spawnPoint: SpawnPoint)
SetPlayerIncomingDamageFactor

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

Signature
(player: Player, amount: Number)
Teleport

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

Signature
(player: Player, destination: Vector, orientation: Number)
(vehicle: Vehicle, destination: Vector, orientation: Number)

Inputs

EnableAllInputRestrictions

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

Signature
(player: Player, restrictInput: Boolean)
EnableInputRestriction

Enables or disables a specified Restricted Input on a target Player.

Signature
(player: Player, inputRestriction: Restricted Inputs, restrictInput: Boolean)

Inventory

AddAttachmentToWeaponPackage

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

Signature
(attachment: Weapon Attachments, weaponPackage: WeaponPackage)
AddEquipment

Adds a Weapon or Gadget to a Player's Loadout.

Signature
(player: Player, weapon: Weapons)
(player: Player, gadget: Gadgets)
(player: Player, weapon: Weapons, weaponPackage: WeaponPackage)
(player: Player, Weapons, desiredInventorySlot: Inventory Slots)
(player: Player, gadget: Gadgets, desiredInventorySlot: Inventory Slots)
(player: Player, weapon: Weapons, weaponPackage: WeaponPackage, desiredInventorySlots: Inventory Slots)
(player: Player, armor: Armor Types)
ForceSwitchInventory

Forces the target Player to switch to the provided Inventory Slot.

Signature
(player: Player, inventorySlot: Inventory Slots)
RemoveEquipment

Removes a Weapon or Gadget from a Player's Loadout.

Signature
(player: Player, inventorySlot: Inventory Slots)
(Player, weapon: Weapons)
(Player, gadget: Gadgets)
SetInventoryAmmo

Sets the target Player loaded ammo for the provided Inventory Slot.

Signature
(player: Player, inventorySlots: Inventory Slots, ammo: Number)
SetInventoryMagazineAmmo

Sets the target Player magazine ammo for the provided Inventory Slot.

Signature
(player: Player, inventorySlots: Inventory Slots, magAmmo: Number)

Soldier

ForceManDown

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

Signature
(player: Player)
Resupply

Resupplies the target Player using a provided Resupply Type.

Signature
(player: Player, ressuplyType: Resupply Types)
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.

Signature
(player: Player, maxHealth: Number)
SetPlayerMovementSpeedMultiplier

Sets a player's movement speed multiplier.

Signature
(player: Player, multiplier: Number)
SkipManDown

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

Signature
(player: Player, skipManDown: Boolean)

Transform

MoveObject

Move the Object provided, Euler rotation optional

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, positionDelta: Vector)
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, positionDelta: Vector, rotationDelta: Vector)
MoveObjectOverTime

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

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, positionDelta: Vector, rotationDelta: Vector, timeInSeconds: Number, shouldLoop: Boolean, shouldReverse: Boolean)
OrbitObjectOverTime

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

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, orbitTransform: Transform, timeInSeconds: Number, radius: Number, shouldLoop: Boolean, shouldReverse: Boolean, clockwise: Boolean)
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, orbitTransform: Transform, timeInSeconds: Number, radius: Number, shouldLoop: Boolean, shouldReverse: Boolean, clockwise: Boolean, orbitAxis: Vector)
RotateObject

Rotate the Object provided using Euler angles

Signature
(Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, rotationDelta: Vector)
SetObjectTransform

Sets the transform of the Object provided

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, transform: Transform)
SetObjectTransformOverTime

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

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon, transform: Transform, timeInSeconds: Number, shouldLoop: Boolean, shouldReverse: Boolean)
StopActiveMovementForObject

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

Signature
(object: Bomb | EmplacementSpawner | FixedCamera | InteractPoint | LootSpawner | MCOM | SFX | SpatialObject | Spawner | VehicleSpawner | VL7Cloud | VO | WorldIcon)

UI

Gamemode

SetHUDTicker

Sets the type of HUD ticker to use.

Signature
(ticker: Game Mode Ticker)
AddUIIcon

Attaches a new UI Icon Widget to an object.

Signature
(parentObject: Object, image: World Icon Images, verticalOffset: Number, iconColour: Vector, iconText: Message, visibility: Player | Team)
(parentObject: Object, image: World Icon Images, verticalOffset: Number, iconColour: Vector, iconText: Message)
EnableWorldIconImage

Enables or disables the image for a provided World Icons.

Signature
(worldIcon: WorldIcon, enableImage: Boolean)
EnableWorldIconText

Enables or disables the text for a provided World Icons.

Note: There is no default text, and will need to be set before or after this property is enabled to appear.

Signature
(worldIcon: WorldIcon, enableText: Boolean)
RemoveUIIcon

Removes a UI Icon Widget from an object.

Signature
(objectWithIcon: Object)
(objectWithIcon: Object, visibility: Player | Team)
SetWorldIconColor

Sets the color property of a WorldIcon.

Signature
(worldIcon: WorldIcon, newColor: Vector)
SetWorldIconImage

Sets the image property of a WorldIcon to the selected World Icon Image.

Signature
(worldIcon: WorldIcon, newImage: World Icon Images)
SetWorldIconOwner

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

Signature
(worldIcon: WorldIcon, newTeamOwner: Team)
(worldIcon: WorldIcon, newPlayerOwner: Player)
SetWorldIconText

Sets the text property for a provided WorldIcon.

Signature
(worldIcon: WorldIcon, newText: Message)

Messages

ClearAllCustomNotificationMessages

Clears all custom messages for a provided Player or Team. If no Player or Team is provided, it will clear all custom messages for everyone.

Signature
(target: Player)
ClearCustomNotificationMessage

Clears text from the provided Custom Message for the provided Player or Team. If no Player or Team is given, it clears all players text at that Custom Message.

Signature
(slot: Custom Notification Slots)
(slot: Custom Notification Slots, target: Player)
(slot: Custom Notification Slots, target: Team)
DisplayCustomNotificationMessage

Display a Message on-screen.

Note: It's your responsibility to ensure a safe and fair experience for others, violating the EA User Agreement by using offensive or inappropriate text may result in account bans.

Signature
(msg: Message, slot: Custom Notification Slots, duration: Number)
(msg: Message, slot: Custom Notification Slots, duration: Number, target: Player)
(msg: Message, slot: Custom Notification Slots, duration: Number, target: Team)
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.

Note: This will only appear to players that are deployed on the map. It's your responsibility to ensure a safe and fair experience for others, violating the EA User Agreement by using offensive or inappropriate text may result in account bans.

Signature
(message: Message)
(message: Message, player: Player)
(message: Message, team: Team)
DisplayNotificationMessage

Displays a notification-type Message on the top-right of the screen for 6 seconds. If no target is provided, it will display the Message to everyone.

Note: It's your responsibility to ensure a safe and fair experience for others, violating the EA User Agreement by using offensive or inappropriate text may result in account bans.

Signature
(message: Message)
(message: Message, player: Player)
(message: Message, team: Team)
SendErrorReport

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

Signature
(message: Message)

Scoreboard

SetScoreboardColumnNames

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

Signature
(column1Name: Message, column2Name: Message, column3Name: Message, column4Name: Message, column5Name: Message)
(column1Name: Message, column2Name: Message, column3Name: Message, column4Name: Message)
(column1Name: Message, column2Name: Message, column3Name: Message)
(column1Name: Message, column2Name: Message)
(column1Name: Message)
SetScoreboardColumnWidths

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

Signature
(column1Width: Number, column2Width: Number, column3Width: Number, column4Width: Number, column5Width: Number)
(column1Width: Number, column2Width: Number, column3Width: Number, column4Width: Number)
(column1Width: Number, column2Width: Number, column3Width: Number)
(column1Width: Number, column2Width: Number)
(column1Width: Number)
SetScoreboardHeader

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

Signature
(team1Name: Message, team2Name: Message)
(headerName: Message)
SetScoreboardPlayerValues

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

Signature
(player: Player, column1Value: Number, column2Value: Number, column3Value: Number, column4Value: Number, column5Value: Number)
(player: Player, column1Value: Number, column2Value: Number, column3Value: Number, column4Value: Number)
(player: Player, column1Value: Number, column2Value: Number, column3Value: Number)
(player: Player, column1Value: Number, column2Value: Number)
(player: Player, column1Value: Number)
SetScoreboardSorting

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

Signature
(sortingColumn: Number, reverseSorting: Boolean)
(sortingColumn: Number)
SetScoreboardType

Allows you to change the type of Scoreboard you want.

Signature
(scoreboardType: Scoreboard Type)

UIWidgets

AddUIButton

Creates a UI Button Widget.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, buttonEnabled: Boolean, baseColor: Vector, baseAlpha: Number, disabledColor: Vector, disabledAlpha: Number, pressedColor: Vector, pressedAlpha: Number, hoverColor: Vector, hoverAlpha: Number, focusedColor: Vector, focusedAlpha: Number)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, 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)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, buttonEnabled: Boolean, baseColor: Vector, baseAlpha: Number, disabledColor: Vector, disabledAlpha: Number, pressedColor: Vector, pressedAlpha: Number, hoverColor: Vector, hoverAlpha: Number, focusedColor: Vector, focusedAlpha: Number, depth: UI Depth)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, buttonEnabled: Boolean, baseColor: Vector, baseAlpha: Number, disabledColor: Vector, disabledAlpha: Number, pressedColor: Vector, pressedAlpha: Number, hoverColor: Vector, hoverAlpha: Number, focusedColor: Vector, focusedAlpha: Number, depth: UI Depth, receiver: Player | Team)
AddUIContainer

Creates a new UI Container Widget.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, depth: UI Depth)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, depth: UI Depth, receiver: Player | Team)
AddUIGadgetImage

Creates a new UI Image Widget based on a Gadget.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor, gadget: Gadgets, parent: UIWidget)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, gadget: Gadgets, parent: UIWidget, visibility: Player | Team)
AddUIImage

Creates a new UI Image Widget.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor, imageType: UI Image Type)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, imageType: UI Image Type, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, imageType: UI Image Type, imageColor: Vector, imageAlpha: Number)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, imageType: UI Image Type, imageColor: Vector, imageAlpha: Number, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, imageType: UI Image Type, imageColor: Vector, imageAlpha: Number, depth: UI Depth)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, imageType: UI Image Type, imageColor: Vector, imageAlpha: Number, depth: UI Depth, receiver: Player | Team)
AddUIText

Creates a new UI Text Widget.

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor, message: Message)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, message: Message, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, message: Message, textSize: Number, textColor: Vector, textAlpha: Number, textAnchor: UI Anchor)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, message: Message, textSize: Number, textColor: Vector, textAlpha: Number, textAnchor: UI Anchor, receiver: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, message: Message, textSize: Number, textColor: Vector, textAlpha: Number, textAnchor: UI Anchor, depth: UI Depth)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, parent: UIWidget, visible: Boolean, padding: Number, bgColor: Vector, bgAlpha: Number, bgFill: UI Bg Fill, message: Message, textSize: Number, textColor: Vector, textAlpha: Number, textAnchor: UI Anchor, depth: UI Depth, receiver: Player | Team)
AddUIWeaponImage

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

Signature
(name: String, position: Vector, size: Vector, anchor: UI Anchor, weapon: Weapons, parent: UIWidget)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, weapon: Weapons, parent: UIWidget, weaponPackage: WeaponPackage)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, weapon: Weapons, parent: UIWidget, visibility: Player | Team)
(name: String, position: Vector, size: Vector, anchor: UI Anchor, weapon: Weapons, parent: UIWidget, weaponPackage: WeaponPackage, visibility: Player | Team)
DeleteAllUIWidgets

Deletes all UI Widgets.

DeleteUIWidget

Deletes a particular UI Widget.

Signature
(widget: UIWidget)
EnableUIButtonEvent

Determines if UI Button Widgets can send events.

Signature
(widget: UIWidget, buttonEvent: UI Button Event, enabled: Boolean)
EnableUIInputMode

Determines if UI Buttons can be interacted with.

Signature
(enabled: Boolean)
(enabled: Boolean, receiver: Player | Team)
SetUIButtonAlphaBase

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

Signature
(widget: UIWidget, value: Number)
SetUIButtonAlphaDisabled

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

Signature
(widget: UIWidget, value: Number)
SetUIButtonAlphaFocused

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

Signature
(widget: UIWidget, value: Number)
SetUIButtonAlphaHover

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

Signature
(widget: UIWidget, value: Number)
SetUIButtonAlphaPressed

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

Signature
(widget: UIWidget, value: Number)
SetUIButtonColorBase

Changes the base color of an UI Button Widget.

Signature
(widget: UIWidget, value: Vector)
SetUIButtonColorDisabled

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

Signature
(widget: UIWidget, value: Vector)
SetUIButtonColorFocused

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

Signature
(widget: UIWidget, value: Vector)
SetUIButtonColorHover

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

Signature
(widget: UIWidget, value: Vector)
SetUIButtonColorPressed

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

Signature
(widget: UIWidget, value: Vector)
SetUIButtonEnabled

Determines if a specific UI Button Widget is enabled.

Signature
(widget: UIWidget, enabled: Boolean)
SetUIImageAlpha

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

Signature
(widget: UIWidget, value: Number)
SetUIImageColor

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

Signature
(widget: UIWidget, value: Vector)
SetUIImageType

Changes the image of an UI Image Widget.

Signature
(widget: UIWidget, imageType: UI Image Type)
SetUITextAlpha

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

Signature
(widget: UIWidget, value: Number)
SetUITextAnchor

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

Signature
(widget: UIWidget, anchor: UI Anchor)
SetUITextColor

Changes the font color of an UI Text Widget.

Signature
(widget: UIWidget, value: Vector)
SetUITextLabel

Changes the message displayed by an UI Text Widget.

Signature
(widget: UIWidget, message: Message)
SetUITextSize

Changes the font size of an UI Text Widget.

Signature
(widget: UIWidget, value: Number)
SetUIWidgetAnchor

Changes the anchor of an UI Widget.

Signature
(widget: UIWidget, anchor: UI Anchor)
SetUIWidgetBgAlpha

Changes the alpha (transparency) of an UI Widget.

Signature
(widget: UIWidget, value: Number)
SetUIWidgetBgColor

Changes the background color of an UI Widget.

Signature
(widget: UIWidget, value: Vector)
SetUIWidgetBgFill

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

Signature
(widget: UIWidget, bgFill: UI Bg Fill)
SetUIWidgetDepth

Changes the draw order of an UI Widget.

Signature
(widget: UIWidget, depth: UI Depth)
SetUIWidgetName

Changes the name of an UI Widget.

Signature
(widget: UIWidget, name: String)
SetUIWidgetPadding

Changes the padding of an UI Widget.

Signature
(widget: UIWidget, value: Number)
SetUIWidgetParent

Changes the parent of an UI Widget.

Signature
(widget: UIWidget, parent: UIWidget)
SetUIWidgetPosition

Changes the position of an UI Widget.

Signature
(widget: UIWidget, value: Vector)
SetUIWidgetSize

Changes the size of an UI Widget.

Signature
(widget: UIWidget, value: Vector)
SetUIWidgetVisible

Determines if an UI Widget is visible or not.

Signature
(widget: UIWidget, visible: Boolean)

Vehicles

ForceVehicleSpawnerSpawn

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

Signature
(vehicleSpawner: VehicleSpawner)
SetAllVehiclesAllowedInSurroundingArea

Sets whether all vehicles are allowed in the Surrounding Area

Signature
(allowed: Boolean)
SetMaxVehicleHeightLimitScale

Scales the maximum flight height at which vehicle engines stop providing lift.

Signature
(heightScale: Number)
SetVehicleAllowedInSurroundingArea

Sets whether a vehicle is allowed in the Surrounding Area

Signature
(vehicle: Vehicle List, allowed: Boolean)
SetVehicleCategoryAllowedInSurroundingArea

Sets whether a vehicle category is allowed in the Surrounding Area

Signature
(vehicleCategory: Vehicle Categories, allowed: Boolean)
SetVehicleSpawnerAbandonVehiclesOutOfCombatArea

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

Signature
(vehicleSpawner: VehicleSpawner, enabled: Boolean)
SetVehicleSpawnerApplyDamageToAbandonVehicle

Enables or disables the feature to destroy abandoned vehicles.

Signature
(vehicleSpawner: VehicleSpawner, enabled: Boolean)
SetVehicleSpawnerAutoSpawn

Enables or Disables automatic vehicle respawning from the vehicle spawner.

Signature
(vehicleSpawner: VehicleSpawner, enabled: Boolean)
SetVehicleSpawnerKeepAliveAbandonRadius

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

Signature
(vehicleSpawner: VehicleSpawner, keepAliveAbandonedRadius: Number)
SetVehicleSpawnerKeepAliveSpawnerRadius

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

Signature
(vehicleSpawner: VehicleSpawner, keepAliveSpawnerRadius: Number)
SetVehicleSpawnerRespawnTime

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

Signature
(vehicleSpawner: VehicleSpawner, respawnTime: Number)
SetVehicleSpawnerTimeUntilAbandon

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

Signature
(vehicleSpawner: VehicleSpawner, timeUntilAbandon: Number)
SetVehicleSpawnerVehicleType

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

Signature
(vehicleSpawner: VehicleSpawner, vehicleType: Vehicle List)

Health

SetVehicleMaxHealthMultiplier

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

Note: The health of a Vehicle is displayed in-game as a percentage.

Signature
(vehicle: Vehicle, maxHealthMultiplier: Number)

Soldier

ForcePlayerExitVehicle

Forces the specified Player to exit the target Vehicle.

Signature
(player: Player, vehicle: Vehicle)
(vehicle: Vehicle)
(player: Player)
ForcePlayerToSeat

Forces the specified Player into the target Vehicle at the provided seat Number.

Note: If the provided index is -1, that Player will be forced into the first available seat.

Signature
(player: Player, vehicle: Vehicle, seatNumber: Number)

Objects

Object blocks represent game entities and can be used as inputs to other blocks.

ObjectType
AreaTriggerAreaTrigger
BombBomb
CapturePointCapturePoint
EmplacementSpawnerEmplacementSpawner
FixedCameraFixedCamera
HQHQ
InteractPointInteractPoint
LootSpawnerLootSpawner
MapSpecificFeatureMapSpecificFeature
MCOMMCOM
PlayerPlayer
RingOfFireRingOfFire
SectorSector
SFXSFX
SpatialObjectSpatialObject
SpawnerSpawner
SpawnPointSpawnPoint
TeamTeam
VehicleVehicle
VehicleSpawnerVehicleSpawner
VFXVFX
VL7CloudVL7Cloud
VOVO
WaypointPathWaypointPath
WorldIconWorldIcon

Selection Lists

Selection lists are enum-like values used for dropdown parameters.

AiInput

List type: AiInput Values: 13

Value
Crouch
FireWeapon
Interact
Jump
Prone
Reload
SelectCharacterGadget
SelectOpenGadget
SelectPrimary
SelectSecondary
SelectThrowable
Sprint
Strafe

AmmoTypes

List type: AmmoTypes Values: 6

Value
AR_Carbine_Ammo
Armor_Plate
LMG_Ammo
Pistol_SMG_Ammo
Shotgun_Ammo
Sniper_DMR_Ammo

ArmorType

List type: ArmorTypes Values: 3

Value
CeramicArmor
NoArmor
SoftArmor

BombState

List type: BombState Values: 10

Value
Carried
Defusing
Dropped
Inactive
ObjectiveCompleted
Planted
Planting
Resetting
Spawned
Unspawned

Cameras

List type: Cameras Values: 4

Value
FirstPerson
Fixed
Free
ThirdPerson

CustomNotificationSlots

List type: CustomNotificationSlots Values: 5

Value
HeaderText
MessageText1
MessageText2
MessageText3
MessageText4

Factions

List type: Factions Values: 2

Value
NATO
PaxArmata

Gadgets

List type: Gadgets Values: 62

Value
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_Handheld_Jammer
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

GameModeTicker

List type: GameModeTicker Values: 2

Value
None
Ticker_Conquest

GolmudTrainMoveCommands

List type: GolmudTrainMoveCommands Values: 3

Value
MoveEast
MoveWest
Stop

GolmudTrainStopReason

List type: GolmudTrainStopReason Values: 3

Value
ReachedEastTerminal
ReachedWestTerminal
StoppedInTransit

GolmudTrainVariants

List type: GolmudTrainVariants Values: 4

Value
MovingTrain
None
StaticTrain_Breakthrough
StaticTrain_Rush

InventorySlots

List type: InventorySlots Values: 9

Value
Callins
ClassGadget
GadgetOne
GadgetTwo
MeleeWeapon
MiscGadget
PrimaryWeapon
SecondaryWeapon
Throwable

Maps

List type: Maps Values: 23

Value
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
Plaza
Sand
Subsurface
Tungsten

MCOMArmType

List type: MCOMArmType Values: 2

Value
Bomb
Default

MoveSpeed

List type: MoveSpeed Values: 7

Value
InvestigateRun
InvestigateSlowWalk
InvestigateWalk
Patrol
Run
Sprint
Walk

MusicEvents

List type: MusicEvents Values: 46

Value
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

List type: MusicPackages Values: 4

Value
BR
Core
Gauntlet
Radio

MusicParams

List type: MusicParams Values: 14

Value
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

List type: PlayerDamageTypes Values: 6

Value
Default
Explosion
Fall
Fire
Headshot
Melee

PlayerDeathTypes

List type: PlayerDeathTypes Values: 11

Value
Deserting
Drowning
Explosion
Fall
Fire
Headshot
Melee
Penetration
Redeploy
Roadkill
Weapon

PlayerFilterTypes

List type: PlayerFilterTypes Values: 4

Value
None
Player
Squad
TeamId

RestrictedInputs

List type: RestrictedInputs Values: 20

Value
CameraPitch
CameraYaw
Crouch
CycleFire
CyclePrimary
FireWeapon
Interact
Jump
MoveForwardBack
MoveLeftRight
Prone
Reload
SelectCharacterGadget
SelectMelee
SelectOpenGadget
SelectPrimary
SelectSecondary
SelectThrowable
Sprint
Zoom

ResupplyTypes

List type: ResupplyTypes Values: 3

Value
AmmoBox
AmmoCrate
SupplyBag

RuntimeSpawn_Abbasid

List type: RuntimeSpawn_Abbasid Values: 1346

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Aftermath

List type: RuntimeSpawn_Aftermath Values: 1496

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Badlands

List type: RuntimeSpawn_Badlands Values: 891

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Battery

List type: RuntimeSpawn_Battery Values: 1232

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Capstone

List type: RuntimeSpawn_Capstone Values: 610

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Common

List type: RuntimeSpawn_Common Values: 1473

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Contaminated

List type: RuntimeSpawn_Contaminated Values: 1346

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Dumbo

List type: RuntimeSpawn_Dumbo Values: 1499

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Eastwood

List type: RuntimeSpawn_Eastwood Values: 944

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_FireStorm

List type: RuntimeSpawn_FireStorm Values: 746

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_GolmudRailway

List type: RuntimeSpawn_GolmudRailway Values: 1189

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_Downtown

List type: RuntimeSpawn_Granite_Downtown Values: 1456

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_Marina

List type: RuntimeSpawn_Granite_Marina Values: 1417

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_MilitaryRnD

List type: RuntimeSpawn_Granite_MilitaryRnD Values: 1064

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_MilitaryStorage

List type: RuntimeSpawn_Granite_MilitaryStorage Values: 1128

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_ResidentialNorth

List type: RuntimeSpawn_Granite_ResidentialNorth Values: 909

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_TechCenter

List type: RuntimeSpawn_Granite_TechCenter Values: 834

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Granite_Underground

List type: RuntimeSpawn_Granite_Underground Values: 1430

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Limestone

List type: RuntimeSpawn_Limestone Values: 927

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Outskirts

List type: RuntimeSpawn_Outskirts Values: 842

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Plaza

List type: RuntimeSpawn_Plaza Values: 1376

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Sand

List type: RuntimeSpawn_Sand Values: 1346

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Subsurface

List type: RuntimeSpawn_Subsurface Values: 980

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

RuntimeSpawn_Tungsten

List type: RuntimeSpawn_Tungsten Values: 877

This is a map-based spatial object list. See Spatial Object Reference for the full combined map-aware reference.

ScoreboardType

List type: ScoreboardType Values: 5

Value
CustomFFA
CustomTwoTeams
DefaultFFA
NotSet
Off

ScoreCriteria

List type: ScoreCriteria Values: 2

Value
HighestProgress
LowestProgress

ScreenEffects

List type: ScreenEffects Values: 4

Value
Night
Saturated
Stealth
VL7

SoldierClass

List type: SoldierClass Values: 4

Value
Assault
Engineer
Recon
Support

SoldierEffects

List type: SoldierEffects Values: 3

Value
FreezeStatusEffect
HeatStatusEffect
VL7Effect

SoldierStateBool

List type: SoldierStateBool Values: 23

Value
HasBomb
IsAISoldier
IsAlive
IsBeingRevived
IsCrouching
IsDead
IsDiving
IsFiring
IsInAir
IsInteracting
IsInVehicle
IsInWater
IsJumping
IsManDown
IsOnGround
IsParachuting
IsProne
IsReloading
IsReviving
IsSprinting
IsStanding
IsVaulting
IsZooming

SoldierStateNumber

List type: SoldierStateNumber Values: 6

Value
CurrentHealth
CurrentWeaponAmmo
CurrentWeaponMagazineAmmo
MaxHealth
NormalizedHealth
Speed

SoldierStateVector

List type: SoldierStateVector Values: 4

Value
EyePosition
GetFacingDirection
GetLinearVelocity
GetPosition

SpawnModes

List type: SpawnModes Values: 3

Value
AutoSpawn
Deploy
Spectating

SpectatingGroup

List type: SpectatingGroup Values: 3

Value
All
Squad
Team

SpotStatus

List type: SpotStatus Values: 4

Value
SpotInBoth
SpotInMinimap
SpotInWorld
Unspot

Stance

List type: Stance Values: 3

Value
Crouch
Prone
Stand

StationaryEmplacementsList

List type: StationaryEmplacements Values: 3

Value
BGM71TOW
GDF009
M2MG

Types

List type: Types Values: 118

Value
AreaTrigger
Array
Bomb
Boolean
CapturePoint
DamageType
DeathType
EmplacementSpawner
Enum_AiInput
Enum_AmmoTypes
Enum_BombState
Enum_Cameras
Enum_CustomNotificationSlots
Enum_Factions
Enum_Gadgets
Enum_GameModeTicker
Enum_GolmudTrainMoveCommands
Enum_GolmudTrainStopReason
Enum_GolmudTrainVariants
Enum_InventorySlots
Enum_Maps
Enum_MCOMArmType
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_Plaza
Enum_RuntimeSpawn_Sand
Enum_RuntimeSpawn_Subsurface
Enum_RuntimeSpawn_Tungsten
Enum_ScoreboardType
Enum_ScoreCriteria
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
LootSpawner
MapSpecificFeature
MCOM
Message
Number
Object
Player
PortalEnum
RingOfFire
ScoreboardType
ScreenEffect
Sector
SFX
SpatialObject
Spawner
SpawnPoint
Squad
String
Team
Transform
UIWidget
Variable
Vector
Vehicle
VehicleSpawner
VFX
VL7Cloud
VO
WaypointPath
WeaponPackage
WeaponUnlock
WorldIcon

UIAnchor

List type: UIAnchor Values: 9

Value
BottomCenter
BottomLeft
BottomRight
Center
CenterLeft
CenterRight
TopCenter
TopLeft
TopRight

UIBgFill

List type: UIBgFill Values: 9

Value
Blur
GradientBottom
GradientLeft
GradientRight
GradientTop
None
OutlineThick
OutlineThin
Solid

UIButtonEvent

List type: UIButtonEvent Values: 6

Value
ButtonDown
ButtonUp
FocusIn
FocusOut
HoverIn
HoverOut

UIDepth

List type: UIDepth Values: 2

Value
AboveGameUI
BelowGameUI

UIImageType

List type: UIImageType Values: 8

Value
CrownOutline
CrownSolid
None
QuestionMark
RifleAmmo
SelfHeal
SpawnBeacon
TEMP_PortalIcon

VehicleCategories

List type: VehicleCategories Values: 7

Value
Air_All
Air_Heli
Air_Plane
Ground_All
Ground_Combat
Ground_Transport
Naval_All

VehicleList

List type: VehicleList Values: 26

Value
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

List type: VehicleStateVector Values: 3

Value
FacingDirection
LinearVelocity
VehiclePosition

VoiceOverEvents2D

List type: VoiceOverEvents2D Values: 61

Value
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

List type: VoiceOverFlags Values: 9

Value
Alpha
Bravo
Charlie
Delta
Echo
Foxtrot
Golf
Hotel
India

WeaponAttachments

List type: WeaponAttachments Values: 371

Value
Ammo_Buckshot
Ammo_Flechette
Ammo_FMJ
Ammo_Frangible
Ammo_Hollow_Point
Ammo_Match_Grade
Ammo_Polymer_Case
Ammo_Slugs
Ammo_Subsonic
Ammo_Subsonic_Frangible
Ammo_Subsonic_HP
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_Dissipator
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_Cryogenic
Barrel_18_Custom
Barrel_18_EBR
Barrel_18_Extended
Barrel_18_Govt
Barrel_18_Pencil
Barrel_18_SPR
Barrel_18_US_LB
Barrel_180mm_Prototype
Barrel_180mm_Standard
Barrel_185_Factory
Barrel_189_Factory
Barrel_189_Prototype
Barrel_20_Custom_Covert
Barrel_20_Factory
Barrel_20_HBAR
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_238mm_Cryogenic
Barrel_238mm_Factory
Barrel_238mm_Pencil
Barrel_24_Bravo
Barrel_24_Extended
Barrel_24_Fluted
Barrel_24_Full
Barrel_240mm_Fluted
Barrel_240mm_SB
Barrel_245mm_Custom
Barrel_26_Carbon
Barrel_26_Factory
Barrel_264mm_Factory
Barrel_264mm_Fluted
Barrel_264mm_Prototype
Barrel_27_Factory
Barrel_27_Full
Barrel_27_MK22
Barrel_303mm_LB
Barrel_305mm_Custom
Barrel_305mm_Custom_H
Barrel_314mm_Factory
Barrel_314mm_Fluted
Barrel_314mm_Prototype
Barrel_32_Custom
Barrel_330mm_Mk3
Barrel_349mm_Fluted
Barrel_349mm_SB
Barrel_367mm_Civ
Barrel_370mm_Compact
Barrel_39_Factory
Barrel_39_Pencil
Barrel_391mm_CQB
Barrel_406mm_Standard
Barrel_407mm_Civ_S
Barrel_409mm_Cut
Barrel_409mm_Factory
Barrel_409mm_Fluted
Barrel_409mm_US
Barrel_415mm_Factory
Barrel_415mm_Fluted
Barrel_415mm_Prototype
Barrel_419mm_Boar_F
Barrel_430mm_Cut
Barrel_430mm_Factory
Barrel_442_mm_CQB
Barrel_45_Compact
Barrel_450mm_Factory
Barrel_450mm_Standard
Barrel_457mm_Mk9
Barrel_457mm_Urban
Barrel_458mm_Custom
Barrel_465mm_LB
Barrel_480mm_Factory
Barrel_480mm_Fluted
Barrel_480mm_MG
Barrel_5_Factory
Barrel_5_Pencil
Barrel_508mm_Mk8
Barrel_510mm_DMR
Barrel_510mm_Fluted
Barrel_512_Compact
Barrel_514mm_Carbine
Barrel_518mm_Factory
Barrel_518mm_Fluted
Barrel_521mm_Boar
Barrel_521mm_Boar_F
Barrel_55_Factory
Barrel_55_Fluted
Barrel_550mm_Factory
Barrel_556mm_Prototype
Barrel_560mm_Cut
Barrel_560mm_Factory
Barrel_565mm_Fluted
Barrel_565mm_Para
Barrel_590mm_Factory
Barrel_6_Fluted
Barrel_6_Standard
Barrel_600mm_Cut
Barrel_600mm_DMR
Barrel_600mm_Fluted
Barrel_600mm_Tabuk
Barrel_612mm_VMW
Barrel_620mm_Classic
Barrel_646mm_Cut
Barrel_646mm_Fluted
Barrel_646mm_LSW
Barrel_65_Extended
Barrel_650mm_Factory
Barrel_650mm_Fluted
Barrel_675_Factory
Barrel_68_Factory
Barrel_68_Fluted
Barrel_730mm_3LR
Barrel_75_Compact
Barrel_8_Extended
Barrel_837_Long
Barrel_9_Factory
Barrel_9_Fluted
Barrel_9_Heavy
Barrel_IAR_Heavy
Bottom_5_mW_Green
Bottom_5_mW_Red
Bottom_50_mW_Green
Bottom_6H64_Vertical
Bottom_Adjustable_Angled
Bottom_Alloy_Vertical
Bottom_Bipod
Bottom_Canted_Stubby
Bottom_Canted_Vertical
Bottom_Classic_Grip_Pod
Bottom_Classic_Vertical
Bottom_Compact_Handstop
Bottom_Factory_Angled
Bottom_Flashlight
Bottom_Folding_Stubby
Bottom_Folding_Vertical
Bottom_Full_Angled
Bottom_Laser_Light_Combo_Green
Bottom_Laser_Light_Combo_Red
Bottom_Low_Profile_Stubby
Bottom_PTT_Grip_Pod
Bottom_QD_Grip_Pod
Bottom_Ribbed_Stubby
Bottom_Ribbed_Vertical
Bottom_Slim_Angled
Bottom_Slim_Handstop
Bottom_Stippled_Stubby
Bottom_Underslung_Mount
Bottom_VIS_IR_Light
Ergonomic_A3_Receiver
Ergonomic_Aftermarket_Buffer
Ergonomic_DLC_Bolt
Ergonomic_Improved_Mag_Catch
Ergonomic_Magwell_Flare
Ergonomic_Match_Trigger
Ergonomic_Rail_Cover
Left_120_mW_Blue
Left_5_mW_Green
Left_5_mW_Red
Left_50_mW_Blue
Left_50_mW_Green
Left_Flashlight
Left_Range_Finder
Left_Taclight__Aimed
Left_VIS_IR_Light
Magazine_100rnd_Belt_Box
Magazine_100rnd_Belt_Pouch
Magazine_100rnd_Drum_Mag
Magazine_10rnd_Fast_Mag
Magazine_10rnd_Magazine
Magazine_11rnd_Magazine
Magazine_15rnd_Fast_Mag
Magazine_15rnd_Magazine
Magazine_17rnd_Fast_Mag
Magazine_17rnd_Magazine
Magazine_200rnd_Belt_Box
Magazine_20rnd_Fast_Mag
Magazine_20rnd_Magazine
Magazine_21rnd_Magazine
Magazine_22rnd_Magazine
Magazine_23rnd_Magazine
Magazine_25rnd_Fast_Mag
Magazine_25rnd_Magazine
Magazine_27rnd_Magazine
Magazine_30rnd_Fast_Mag
Magazine_30rnd_Magazine
Magazine_35rnd_Magazine
Magazine_36rnd_Magazine
Magazine_4_Shell_Tube
Magazine_40rnd_Fast_Mag
Magazine_40rnd_Magazine
Magazine_41rnd_Magazine
Magazine_45rnd_Fast_Mag
Magazine_45rnd_Magazine
Magazine_4rnd_Fast_Mag
Magazine_4rnd_Magazine
Magazine_5_Shell_Tube
Magazine_50rnd_Belt_Pouch
Magazine_50rnd_Loose_Belt
Magazine_50rnd_Magazine
Magazine_53rnd_Drum
Magazine_5rnd_Fast_Mag
Magazine_5rnd_Magazine
Magazine_6_Shell_Tube
Magazine_60rnd_Drum_Mag
Magazine_60rnd_Magazine
Magazine_6rnd_Speedloader
Magazine_7_Shell_Dual_Tubes
Magazine_7_Shell_Tube
Magazine_75rnd_Belt_Box
Magazine_75rnd_Drum
Magazine_7rnd_Fast_Mag
Magazine_7rnd_Magazine
Magazine_8rnd_Fast_Mag
Magazine_8rnd_Magazine
Magazine_8rnd_Moon_Clip
Magazine_8rnd_Speedloader
Magazine_95rnd_Drum
Muzzle_Compensated_Brake
Muzzle_Compensator
Muzzle_CQB_Suppressor
Muzzle_Double_port_Brake
Muzzle_Double_Port_Brake
Muzzle_Flash_Comp
Muzzle_Flash_Hider
Muzzle_Hybrid_Suppressor_K
Muzzle_Hybrid_Suppressor_L
Muzzle_Hybrid_Suppressor_S
Muzzle_Lightened_Suppressor
Muzzle_Linear_Comp
Muzzle_Long_Suppressor
Muzzle_Single_port_Brake
Muzzle_Slant_Brake
Muzzle_Standard_Suppressor
Muzzle_Thread_Protector
Muzzle_Triple_port_Brake
Right_120_mW_Blue
Right_5_mW_Green
Right_5_mW_Red
Right_50_mW_Blue
Right_50_mW_Green
Right_50_MW_Violet
Right_Flashlight
Right_Laser_Light_Combo_Green
Right_Laser_Light_Combo_Red
Right_Range_Finder
Right_Taclight__Aimed
Right_VIS_IR_Light
Scope_1P86_LPVO
Scope_1p87_150x
Scope_1p88_Variable
Scope_2Pro_125x
Scope_3VZR_175x
Scope_A_P2_175x
Scope_Adjustable_Magnification_200x
Scope_Adjustable_Magnification_300x
Scope_Adjustable_Magnification_400x
Scope_Anti_Glare_Coating
Scope_Aperture_Sight
Scope_Baker_300x
Scope_BF_2M_250x
Scope_Canted_Iron_Sights
Scope_Canted_Reflex
Scope_Carry_Handle_Irons
Scope_CCO_200x
Scope_CQ_RDS_125x
Scope_CQB_Sights
Scope_DVO_LPVO
Scope_Flip_Up_Irons
Scope_GRIM_150x
Scope_Iron_Sights
Scope_LDS_450x
Scope_LERT_800x
Scope_M145_MGO_350x
Scope_Magnifier
Scope_Mars_F_LPVO
Scope_MC_CO_LPVO
Scope_Mini_Flex_100x
Scope_NFX_800x
Scope_NGFC_LPVO
Scope_Osa_7_100x
Scope_PAS_35_300x
Scope_Piggyback_Reflex
Scope_PVQ_31_400x
Scope_QMK_171A_300x
Scope_R_MR_100x
Scope_R_VPS_1000x
Scope_R4T_200x
Scope_RO_M_175x
Scope_RO_S_125x
Scope_ROX_150x
Scope_S_VPS_600x
Scope_SDO_350x
Scope_SF_G2_500x
Scope_SM_Rifle_Variable
Scope_SSDS_600x
Scope_ST_Prism_500x
Scope_SU_123_150x
Scope_SU_230_LPVO
Scope_TH_RDS_100x
Scope_TS_HD_600x
Top_120_mW_Blue
Top_5_mW_Green
Top_5_mW_Red
Top_50_mW_Blue
Top_50_mW_Green
Top_50_MW_Violet

Weapons

List type: Weapons Values: 61

Value
AssaultRifle_AK4D
AssaultRifle_B36A4
AssaultRifle_KORD_6P67
AssaultRifle_L85A3
AssaultRifle_M16A4
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_RPK_74M
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_PP_19
SMG_PW5A3
SMG_PW7A2
SMG_SCW_10
SMG_SGX
SMG_SL9
SMG_UMG_40
SMG_USG_90
Sniper_L115
Sniper_M2010_ESR
Sniper_Mini_Scout
Sniper_PSR
Sniper_SV_98

WorldIconImages

List type: WorldIconImages Values: 16

Value
Alert
Assist
Bomb
BombArmed
Cross
DangerPing
Diffuse
EMP
Explosion
Eye
FilledPing
Flag
Hazard
Skull
SquadPing
Triangle

Types

TypeCategory
SFXAudio/Visual
VFXAudio/Visual
VOAudio/Visual
Enum_AiInputEnumeration — Ai Input
Enum_AmmoTypesEnumeration — Ammo Types
Enum_ArmorTypesEnumeration — Armor Types
Enum_CamerasEnumeration — Cameras
Enum_CustomNotificationSlotsEnumeration — Custom Notification Slots
Enum_FactionsEnumeration — Factions
Enum_GadgetsEnumeration — Gadgets
Enum_GolmudTrainMoveCommandsEnumeration — Golmud Train Move Commands
Enum_GolmudTrainStopReasonEnumeration — Golmud Train Stop Reason
Enum_GolmudTrainVariantsEnumeration — Golmud Train Variants
Enum_InventorySlotsEnumeration — Inventory Slots
Enum_MapsEnumeration — Maps
Enum_MoveSpeedEnumeration — Move Speed
Enum_MusicEventsEnumeration — Music Events
Enum_MusicPackagesEnumeration — Music Packages
Enum_MusicParamsEnumeration — Music Params
Enum_PlayerDamageTypesEnumeration — Player Damage Types
Enum_PlayerDeathTypesEnumeration — Player Death Types
Enum_PlayerFilterTypesEnumeration — Player Filter Types
Enum_RestrictedInputsEnumeration — Restricted Inputs
Enum_ResupplyTypesEnumeration — Resupply Types
Enum_RuntimeSpawn_AbbasidEnumeration — Runtime Spawn Abbasid
Enum_RuntimeSpawn_AftermathEnumeration — Runtime Spawn Aftermath
Enum_RuntimeSpawn_BadlandsEnumeration — Runtime Spawn Badlands
Enum_RuntimeSpawn_BatteryEnumeration — Runtime Spawn Battery
Enum_RuntimeSpawn_CapstoneEnumeration — Runtime Spawn Capstone
Enum_RuntimeSpawn_CommonEnumeration — Runtime Spawn Common
Enum_RuntimeSpawn_ContaminatedEnumeration — Runtime Spawn Contaminated
Enum_RuntimeSpawn_DumboEnumeration — Runtime Spawn Dumbo
Enum_RuntimeSpawn_EastwoodEnumeration — Runtime Spawn Eastwood
Enum_RuntimeSpawn_FireStormEnumeration — Runtime Spawn Fire Storm
Enum_RuntimeSpawn_GolmudRailwayEnumeration — Runtime Spawn Golmud Railway
Enum_RuntimeSpawn_Granite_DowntownEnumeration — Runtime Spawn Granite Downtown
Enum_RuntimeSpawn_Granite_MarinaEnumeration — Runtime Spawn Granite Marina
Enum_RuntimeSpawn_Granite_MilitaryRnDEnumeration — Runtime Spawn Granite Military Rn D
Enum_RuntimeSpawn_Granite_MilitaryStorageEnumeration — Runtime Spawn Granite Military Storage
Enum_RuntimeSpawn_Granite_ResidentialNorthEnumeration — Runtime Spawn Granite Residential North
Enum_RuntimeSpawn_Granite_TechCenterEnumeration — Runtime Spawn Granite Tech Center
Enum_RuntimeSpawn_Granite_UndergroundEnumeration — Runtime Spawn Granite Underground
Enum_RuntimeSpawn_LimestoneEnumeration — Runtime Spawn Limestone
Enum_RuntimeSpawn_OutskirtsEnumeration — Runtime Spawn Outskirts
Enum_RuntimeSpawn_SandEnumeration — Runtime Spawn Sand
Enum_RuntimeSpawn_SubsurfaceEnumeration — Runtime Spawn Subsurface
Enum_RuntimeSpawn_TungstenEnumeration — Runtime Spawn Tungsten
Enum_ScoreboardTypeEnumeration — Scoreboard Type
Enum_ScreenEffectsEnumeration — Screen Effects
Enum_SoldierClassEnumeration — Soldier Class
Enum_SoldierEffectsEnumeration — Soldier Effects
Enum_SoldierStateBoolEnumeration — Soldier State Bool
Enum_SoldierStateNumberEnumeration — Soldier State Number
Enum_SoldierStateVectorEnumeration — Soldier State Vector
Enum_SpawnModesEnumeration — Spawn Modes
Enum_SpectatingGroupEnumeration — Spectating Group
Enum_SpotStatusEnumeration — Spot Status
Enum_StanceEnumeration — Stance
Enum_StationaryEmplacementsEnumeration — Stationary Emplacements
Enum_TypesEnumeration — Types
Enum_UIAnchorEnumeration — UI Anchor
Enum_UIBgFillEnumeration — UI Bg Fill
Enum_UIButtonEventEnumeration — UI Button Event
Enum_UIDepthEnumeration — UI Depth
Enum_UIImageTypeEnumeration — UI Image Type
Enum_VehicleCategoriesEnumeration — Vehicle Categories
Enum_VehicleListEnumeration — Vehicle List
Enum_VehicleStateVectorEnumeration — Vehicle State Vector
Enum_VoiceOverEvents2DEnumeration — Voice Over Events2 D
Enum_VoiceOverFlagsEnumeration — Voice Over Flags
Enum_WeaponAttachmentsEnumeration — Weapon Attachments
Enum_WeaponsEnumeration — Weapons
Enum_WorldIconImagesEnumeration — World Icon Images
PortalEnumEnumeration
AreaTriggerGame Entity
CapturePointGame Entity
DamageTypeGame Entity
DeathTypeGame Entity
EmplacementSpawnerGame Entity
FixedCameraGame Entity
HQGame Entity
InteractPointGame Entity
LootSpawnerGame Entity
MCOMGame Entity
MapSpecificFeatureGame Entity
MessageGame Entity
PlayerGame Entity
RingOfFireGame Entity
SectorGame Entity
SpatialObjectGame Entity
SpawnPointGame Entity
SpawnerGame Entity
SquadGame Entity
TeamGame Entity
UIWidgetGame Entity
VL7CloudGame Entity
VehicleGame Entity
VehicleSpawnerGame Entity
WaypointPathGame Entity
WeaponPackageGame Entity
WeaponUnlockGame Entity
WorldIconGame Entity
ArrayPrimitive
BooleanPrimitive
GlobalPrimitive
NumberPrimitive
ObjectPrimitive
StringPrimitive
TransformPrimitive
VectorPrimitive

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