Scripting API

AiParams

Class that handles AI parameters management.

ReturnFunction NameDescriptionVote
voidallowBeingTargetedIf enabled, enemies will target this soldier whenever they see him. If disabled, the soldier will be completly ignored by enemies. Toghether with allowCheckForEnemies, this function is helpful to script systems like Civilian or Non combatant medics. 16
voidallowChangePoseWhen enabled, AI will change pose depending on cover, suppression and other situations. Disable this function if you want to control soldier's pose by custom scripting 20
voidallowCheckForEnemiesWhen enabled, AI will check for enemies around and target them. When this function is disabled AI will not search and target enemies. Useful for custom AI implementations 9
voidallowDoMedicWhen this function is enabled, if a soldier has medic equipments in his inventory he will proceed to heal nearby units 11
voidallowFindCoverWhenSuppressedWhen enabled, AI will automatically find cover when suppressed. If you want to move the AI trough custom scripting, you most likely want to disable this feature 18
voidallowFollowOrdersWhen enabled, AI will automatically follow squad leader orders. If you want to move this specific unit with your custom scripts, for example by using Soldier.moveTo function, most likely you want this to be disabled 10
voidallowGiveOrdersWhen enabled, AI will automatically give orders to the squad if squad leader. If you want to give orders to a squad with your custom scripts, for example by using Squad.moveTo function, most likely you want this to be disabled 14
voidallowLeaveVehicleWhen enabled, AI will leave vehicle when necessary. If you want to control which vehicle the AI should use or force an AI never to leave a vehicle, you might want to disable this feature 10
voidallowMovementsWhen enabled, AI will perform move commands. if you don't want the AI never to move, not even with moveTo commands, disable this feature 17
voidallowOpenWindowsWhen enabled, AI will open windows that blocks it's vision, for example when in cover behind a window 19
voidallowRadioOrdersWhen enabled and if radioman, AI will communicate radio orders requested by squad leader 14
voidenableAiBehaviourThis function enables or disbales all AI functionalities toghether, including: allowChangePose, allowCheckForEnemies, allowFindCoverWhenSuppressed, allowLeaveVehicle, allowMovements, allowOpenWindows, allowOrders and allowRadioOrders 21
voidfollowCustomDirectCommandsDisable various AI behaviors in order to prepare the soldier to follow direct commands, such as soldier.moveTo() 15
voidfollowCustomSquadOrdersNormally squad soldiers will automatically give the orders that they cosndier the best according to the situation. This function disables various AI behaviors in order to prepare the soldier to only follow and give custom squad orders via code, such as squad.moveTo() 15
stringgetNameReturn the name of the vehicle 19
voidsetTargetPlanesOftenEnable this feature to force the AI to target planes, if closer than any other spotted enemy 11
Base Functions

These functions are not part of a specific class and can be called from anywhere.

ReturnFunction NameDescriptionVote
void#includeInclude an external file into the code of a lua script. Useful to create files with collections of functions to share across different script. Included files must be placed within the folder '[mission folder]/scripts/general/' or any subfolder. The script will be pre-processed and aded to the final code before executing it 13
floatdistanceThe distance between 2 Vector3 points in meters 13
voidlogLog some text in the F3 console. This helps a lot with testing custom Lua code. press F3 to open the console and visualize the log 23
voidprintDisplay a message on the screen 15
floatroundRound a number to a specific quantity to decimal points 25
voidsleepPause the execution of the LUA script for some time. Notice: this is very helpful to give some pause to the CPU, expecially during 'while' and 'for' loops 24
SoldierspawnHumanSpawn a new human without specific loadout or rank. Faction Ids can be acquired in the Script Settings menu -> Id tables section 21
ObjectivespawnMissionObjectiveSpawn a Scriptable Mission Objective on current active phase and it's relative 3D Marker on the current phase. Only the master client can spawn and handle a Mission Objective. A Scriptable Objective doesn't do anything in particular on it's own. The user must make sure to update it's progress value, text, and other parameters on it's own, otherwise it will just act as a 3D Marker. For icon Ids see setIcon. 13
SoldierspawnSoldierSpawn an AI soldier. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 16
SoldierspawnSoldierOnVehicleSpawn an AI soldier on a vehicle. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 14
SquadspawnSquadSpawn an AI squad. Faction Ids and Squad Ids can be acquired in the Script Settings menu -> Id tables section. Can spawn custom squads made with Squad Editor 11
SquadspawnSquadOnVehicleSpawn an AI squad inside a given vehicle. Faction Ids and Squad Ids can be acquired in the Script Settings menu -> Id tables section. Vehicle crew squads will automatically fit the seats inside the vehicle. Can spawn custom squads made with Squad Editor 22
SquadspawnSquadOnVehicle_scriptSpawn an AI squad inside a given vehicle, and assign a script to each AI. Faction Ids and Squad Ids can be acquired in the Script Settings menu -> Id tables section. Vehicle crew squads will automatically fit the seats inside the vehicle. Can spawn custom squads made with Squad Editor 13
SquadspawnSquad_scriptSpawn an AI squad and assign a script to each AI. Faction Ids and Squad Ids can be acquired in the Script Settings menu -> Id tables section. Can spawn custom squads made with Squad Editor 18
VehiclespawnVehicleSpawn a vehicle. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 16
VehiclespawnVehicle_camoSpawn a vehicle with a specified camo. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 13
VehiclespawnVehicle_camo_destSpawn a vehicle with a specified camo and give it a destination. For Auto-Transport vehicles, this is where units will be deployed. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 16
VehiclespawnVehicle_destSpawn a vehicle and give it a destination. For Auto-Transport vehicles, this is where units will be deployed. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 11
voidwaitForAnyPause the execution of the script until any of the given conditions are met. 13
voidwaitUntilPause the execution of the script until one or multiple conditions are met. 14
er2

General utility and helper functions.

ReturnFunction NameDescriptionVote
voidaddInvadersTicketsAdds tickets to the current invaders faction. 13
vec3cameraPositionGet the world position of the camera 13
voidclearAllRunOnJoinClear all buffered requests to run a script locally for joining users 19
integercountAliveDefendersGet the count of all the currently alive defenders 15
integercountAliveInFactionGet the count of all the currently alive units on a specific faction 13
integercountAliveInvadersGet the count of all the currently alive invaders 20
integercountDeceasedDefendersCount how many defenders are deceased during the mission 12
integercountDeceasedInvadersCount how many invaders are deceased during the mission 15
integercountLostVehiclesDefendersCount how many defenders have been captured during the mission 16
integercountLostVehiclesInvadersCount how many invaders have been captured during the mission 11
integercountPrisonersDefendersCount how many vehicles have been lost by the defenders during the mission 11
integercountPrisonersInvadersCount how many vehicles have been lost by the invaders during the mission 11
voidendPrecipitationStops the rain or the snow from falling in the map 11
voidexplosionGenerates an explosion 19
SoldierfindSoldierFind a soldier from it's unique Id (network safe). Useful in case you have to reference a specific soldier across different phases or players, based on it's unique Id, for example, passed trough a global variable 16
SoldierfindVehicleFind a vehicle from it's unique Id (network safe). Useful in case you have to reference a specific vehicle across different phases or players, based on it's unique Id, for example, passed trough a global variable 14
voidgetAllObjectivesGet all Mission Objectives in the current phase. 14
voidgetAllSoldiersGet all alive soldiers. Notice: After a new soldier spawns or dies, this function might get a few instant before returning a correctly updated value. 18
voidgetAllVehiclesGet all vehicles around the map 14
stringgetBattleNameReturns the current battle's name 28
NumbergetCurrentPhaseIdGet the Id of the current phases. 21
stringgetDefendersFactionGet the Id for the defenders faction 16
floatgetDistanceFromTerrainReturns the distance between the given position and the terrain. 10
stringgetInvadersFactionGet the Id for the invaders faction 15
integergetInvadersTicketReturns the number of tickets left by the invaders 13
stringgetMapNameReturns the name of the map of the current battle 13
stringgetMyNicknameGet nickname of the local user 13
ObjectivegetNearestObjectiveGet the nearest Mission Objective to a specific location 13
SquadgetNearestSoldierGet nearest soldier to a specific location 12
VehiclegetNearestVehicleGet nearest vehicle from a specific location 16
stringgetNicknameGet nickname of an online player 12
SoldiergetPlayerFind a reference to the Soldier controlled by the player 21
floatgetSettingMaxAlliesGet the max allies threshold set during match creation. It is suggested to use this value to measure the amount of AI to spawn according to player preference. This can be used to impact gameplay balancing and performance. 11
floatgetSettingMaxAxisGet the max axis threshold set during match creation. It is suggested to use this value to measure the amount of AI to spawn according to player preference. This can be used to impact gameplay balancing and performance. 14
integergetSettingMaxPlayersDefendersGet the max allowed amount of Human Players on the defenders faction. Works only during multiplayer matches 15
integergetSettingMaxPlayersInvadersGet the max allowed amount of Human Players on the invaders faction. Works only during multiplayer matches 18
floatgetSettingTicketsMultiplierGet the tickets multipler set during match creation 16
TablegetSoldiersInAreaGet all alive soldiers within a specific radius from a specific position, ordered by the distance from the given position. Notice: After a new soldier spawns or dies, this function might get a few instant before returning a correctly updated value. 16
floatgetTerrainHeightReturns the terrain height from sea level of the given x and z coordinates. 12
voidgetVehiclesInAreaGet all vehicles within a specific area 12
boolisAlliedCheck if a given faction Id is part of Allies faction 18
boolisAxisCheck if a given faction Id is part of Axis faction 17
AiParamsisCivilianCheck if a given faction Id is part of Civilians faction 15
boolisInsideMainTerrainBoundsChecks if the given position is inside the terrain bounds 14
boolisMasterClientCheck if current user is master client for online match. In an offline mission, the user is always the master client 12
boolisOnlineCheck if current mission is being played on an online match 25
boolisSameFactionCheck if two faction Ids are part of the same faction (Allies or Axis) 10
SquadmakeSquadCreate a new empty squad. You can add soldiers to this squad in order to make them react to squad orders 15
boolnextPhaseForce mission to skip to next phase 19
voidplayClipPlay a global Audio Clip (.wav) 16
voidplayClip3DPlay a 3D Audio Clip, coming from a specific location and with a maximum hear distance (.wav). Notice: In various occasions, such as host change, a phase script might restart, so make use of set and get to check whenever set to be played in loop forever was already initialized to avoid spawning it multiple times. 13
voidplayClipOnRadioPlay a global Audio Clip with a radio distortion effect (.wav) 14
voidplayClipOnRadio3DPlay a 3D Audio Clip, coming from a specific location and with a maximum hear distance with a radio distortion effect (.wav) 16
voidplayMusicPlays a music track globally. 21
boolpreviousPhaseForce mission to skip to previous phase 16
floatraycastCasts a ray from an origin toward a direction. Used to test collisions and objects presence. The test is done trough a Unity Raycast. 15
voidrequireEquivalent to default Lua require function, but handles the script paths as local misison paths, to ensure easier file referencing and compatibility with Xbox, Nintendo Switch and PlayStation systems. External file must be placed within the folder '[mission folder]/scripts/general/' or any subfolder 19
boolresetCallbackUnassign a callback by it's Id. 18
voidresetCallbacksUnassign all global callbacks 15
boolrunExecute an external file without stopping execution of current scrip. External file must be placed within the folder '[mission folder]/scripts/general/' or any subfolder 15
voidrunEveryoneRun a script locally for every player in the match (or just for the user if it's a SinglePlayer match). External file must be placed within the folder '[mission folder]/scripts/general/' or any subfolder 18
voidrunEveryoneOnceRun a script locally for every player in the match making sure it was not executed before (or just for the user if it's a SinglePlayer match). External file must be placed within the folder '[mission folder]/scripts/general/' or any subfolder 18
boolrunOnceExecute an external file without stopping execution of current scrip, if the external file was never executed before during the mission. External file must be placed within the folder '[mission folder]/scripts/general/' or any subfolder 16
boolsetCallbackregister a global callback on a specific event Id. Only a callback can be tied to an event Id, so when this is called again on the same Id, the new callback reference will override previous one. Callback Ids are specified at this page. 16
boolsetPhaseChanges the current phase to the one of index order 15
voidsetRainingActivates the rain on the map. 16
voidsetSnowingActivates the snow on the map. 14
voidsetTimeAndWeatherSets the current time of day of the mission and some weather conditions, like clouds, snow and fog. NOTE: This function it's CPU heavy 10
voidsetTimeOfDaySets the current time of day of the mission. NOTE: This function is CPU heavy 19
voidsetVictoryDefendersConcludes the mission declaring defenders as winners 20
voidsetVictoryInvadersConcludes the mission declaring invaders as winners 14
voidshowObjectiveDisplay a new objective text 13
floattimeTime in seconds since the start of the execution of the game. The value is linear and doesn't take into account pausing, slowing down or speeding up game time 21
floattimeScaledScaled time in seconds since the start of the execution of the game. If the game is paused the count of the time doesn't increase. If the game is speeding up or slowing down this variable also increases with a proportional rate 18
booltriggerCallbackForce the triggering of a callback set trough setCallback 16
global

Functions to manipulate global variables that can be accessed from any script and over the network.

ReturnFunction NameDescriptionVote
anygetGet the value of a stored global variable 16
anymyplayergetGet the value of a stored global variable by my player. 19
voidmyplayersetSet a global variable for my network player that can be referenced from any script and by any player in the room. If another player sets a variable with the same id, it won't compromise my variable. 20
anyplayergetGet the value of a stored global variable by a specific player. 21
voidsetSet a global variable that can be referenced from any script and by any player in the room 18
Objective

Functions related to mission objective areas and markers.

ReturnFunction NameDescriptionVote
boolcanControlCheck if user can change the objective data, such as objective name, completition value, radius, icon and position. Usually this correspond to the Master Client 27
voidcompleteSet the conquer progress of the Scripted Mission Objective to 1 (max). Equivalent of Objective.setProgress(1). Just like any other Mission Objective property, it doesn't work with Conquer Area Objective, or any other Vanilla objective type, but only with Scripted Mission Objective spawned with spawnMissionObjective call. Notice: When all the objectives in a Mission Phase are completed (progress = 1) the Next Phase is automatically triggered 15
vec3getPositionGet the world position of the Mission Objective 15
floatgetProgressGet the progress of a Mission Objective. A value equals to 1 means that the Objective have been completed. When all Objectives in a Mission Phase are completed, the match pass automatically to the Next Phase 19
floatgetRadiusGet the area radius of the Mission Objective 13
boolisAttractorCheck if a Mission Objective will attract default AI to fight on the area for at least a faction, or optionally, for a specific one. 20
boolisCompletedCheck whenever a Mission Objective progress is complete (check if Objective.getProgress >= 1). Notice: When all the Mission Objectives in the current Mission Phase are marked as completed, the Next Phase will automatically be triggered 19
boolisInsideCheck whenever a vec3() position is inside a specific Mission Objective, specifically within it's radius from it's center position 23
boolisScriptedCheck if a Mission Objective is a scriptable one 8Scripted Mission Objective spawned with spawnMissionObjective call), where it is possible to control all the data 15
voidremoveRemove this objective from the current Mission Phase. Just like setting properties, only the master client can call do this operation 17
voidresetIconDefendersUnset the icon of a Scripted Mission Objective specifically for the defenders faction, making it using the same icon as the attackers. This function impacts network performance during online gameplay, so don't call it too often. When this icon gets unset, the defenders will share the same icon as the attackers, which is assigned with setIcon 10
voidsetAttractorEnable or disable the attractor feature of the Scripted Mission Objective for both factions. When enabled, default AI will try to reach and fight inside the area. Optionally can change the effect for one faction only 23
voidsetIconUpdate the icon of a Scripted Mission Objective from the icon Id. This function impacts network performance during online gameplay, so don't call it too often. Possible Ids are: "0": Conquer area icon. "1": Defend area icon. "2": Clear area icon. "3": Destroy AT gun icon. "4": Destroy vehicle icon. "5": Important area icon. 18
voidsetIconDefendersUpdate the icon of a Scripted Mission Objective from the icon Id, specifically for the defenders faction. This function impacts network performance during online gameplay, so don't call it too often. When this icon gets unset, the defenders will share the same icon as the attackers, which is assigned with setIcon 15
voidsetPositionUpdate the world position of a Scripted Mission Objective 15
voidsetProgressSet the conquer progress of the Scripted Mission Objective. Just like any other Mission Objective property, it doesn't work with Conquer Area Objective, or any other Vanilla objective type, but only with Scripted Mission Objective spawned with spawnMissionObjective call. Notice: When all the objectives in a Mission Phase are completed (progress = 1) the Next Phase is automatically triggered 22
voidsetRadiusUpdate the area radius of a Scripted Mission Task 13
voidsetTextUpdate the text of a Scripted Mission Objective. The text is displayed when inside the Mission Objective radius. This function impacts network performance during online gameplay, so don't call it too often 29
voidsetTextDefendersUpdate the text of a Scripted Mission Objective for the Defenders. The text is displayed when inside the Mission Objective radius. If this function is never called, the defenders will see the same text as the invaders. This function impacts network performance during online gameplay, so don't call it too often. 12
Soldier

Functions related to player actions and properties.

ReturnFunction NameDescriptionVote
booladdAmmoAdds an ammo box to the soldier's invetory 15
booladdMagazineAdds a magazine to the soldier's invetory. 11
booladdNewItemAdds an item to the soldier's inventory 17
voidalertForPuts the soldier in an alert state for a defined time 17
voidapplyBleedingApplies bleed status to the soldier 20
voidboardVehicleOrder the soldier to approach and borar onto the specified vehicle if available. 16
boolcanSwitchSeatCheck if the soldier is ready to switch seat. Usually this happens when a soldier is not busy with enteirng or leaving the vehicle with an animation. 17
voidcarryBodyForce the soldier to carry a another incapacitated soldier 23
voiddamageSoldierApply damage to a soldier 18
voiddecreaseStaminaDecreases soldier's stamina 12
voiddisableHitByVehicleForDisable receiving damage from impacts with vehicles for some time 13
booldoingMeleeCheck if the soldier is doing a melee attack 17
voidexecuteOrdersRoutineExecutes the routine to process squad orders for the soldier. 18
voidfindCoverFinds a cover position near a specified position within a given radius. 11
boolforceTargetForce a Soldier to target a specific Soldier or Vehicle. 20
AiParamsgetAiParamsAccess AI parameters management 17
SoldiergetCarriedBodyGet a reference to the incapacitated soldier carried by this unit 18
stringgetClassNameReturns the soldier's class name 14
VehiclegetCurrentVehicleReturns the current vehicle the soldier is in 22
floatgetDistanceFromGroundGet the distance between the soldier and the ground below 14
vec3getFacePositionGet the world position of soldier's face 20
stringgetFactionGets the soldier's faction ID 11
vec3getFireDirectionReturn a vector representing the direction where the gun held by the soldier is pointed to 18
stringgetHeadgearIdReturns the current wearing headgear Id 18
floatgetHealthGet the soldier's health 11
vec3getMoveDirectionReturns the moving direction of the soldier 15
stringgetNameReturns the soldier's full name 15
SoldiergetNearestInjuredGet the nearest wounded soldier around the current one 13
VehiclegetNearestVehicleToRepairReturns the nearest vehicle that requires repair from the current soldier 13
voidgetOffVehicleKicks the soldier from the current vehicle 14
stringgetOwnerIdGet Id of the online player controlling this soldier (Including AIs being controlled by his machine). 16
vec3getPositionGet world position of the soldier 21
SquadgetSquadGet the Squad that the soldier is currently in. Notice: The squad might not be available immediatly after a soldier is spawned, so make sure to wait for it to be ready 16
floatgetSuppressionValueChecks the suppression value of the soldier from the enemy fire. 12
stringgetUniformIdGet the Id of the uniform worn by the soldier 14
integergetUniqueIdGet unique identifier for the unit. This is useful to check if a unit already exist, or to find specific units with findSoldier, especially across the network or between different phases. 11
VehiclegetVehicleSoldierIsExitingFromGet the vehicle the current soldier is exiting from 15
vec3getVelocityReturns the current soldier's velocity 22
stringgetVestIdGet the Id of the vest worn by the soldier 21
boolhasHeadgearCheck if the the soldier is wearing an headgear 14
boolhasRadioCheck if a soldier is wearing a radio 15
boolhasVestCheck if a soldier is wearing a vest 20
voidhealSoldierHeals soldier of a certain amount 22
voidincapacitateForce incapacitate a soldier 18
boolisAIChecks if the current soldier is controlled by the AI 21
boolisAimingChecks if the current soldier is aiming the gun 16
boolisAlertedCheck if the soldier has spotted an enemy recently and is moving carefully 18
boolisAliveChecks if the current soldier is alive 18
boolisAlliedCheck if current soldier is part of Allies faction 15
boolisAmmoBoxCarrierCheck if soldier is carrying an ammo box 15
boolisATSoldierReturns true if the current soldier is an Anti-Tank unit 18
boolisAxisCheck if current soldier is part of Axis faction 13
boolisBleedingCheck if the soldier is bleeding 27
boolisCarriedReturns true if the current soldier is getting carried 12
boolisCarryingBodyCheck if the current soldier is carrying an incapacitated soldier 17
boolisChargingReturns true if the current soldier is charging 16
AiParamsisCivilianCheck if current soldier is part of Civilians faction 13
boolisCrawlingReturns true if the current soldier is crawling 23
boolisDeadCheck if a soldier is dead 16
boolisEnteringVehicleReturns true if the current soldier has started the entering vehicle animation 18
boolisExitingVehicleReturns true if the current soldier has started the exiting vehicle animation 15
boolisFallingFromParachuteChecks if the current soldier is falling with a parachute 11
boolisFlameThrowerCarrierCheck if a soldier is a flamethrower carrier 15
boolisFromChargingFactionCheck if the soldier can execute a charge order 15
boolisGroundedReturns true if the soldier is on the ground 17
boolisIncapacitatedCheck if a soldier is incapacitated 17
boolisInsideVehicleCheck if the soldier is inside a vehicle 14
boolisJumpingReturns true if the current soldier is jumping 12
boolisMarksmanReturns true if the current soldier is a Marksman 12
boolisMechanicReturns true if the current soldier is a mechanic 24
boolisMedicReturns true if the current soldier is a medic 24
boolisMineCheck whenever I have network authority over a soldier 23
boolisMovingReturns true if the current soldier is moving 16
boolisOnCoverCheck if a soldier is taking cover 32
boolisOnFireReturns true if the current soldier is on fire 12
boolisOnWaterCheck if a soldier is walking inside water 27
boolisOutOfStaminaReturns true if the current soldier is out of stamina 15
boolisPlayerCheck if the soldier is a player 21
boolisPlayerFPSReturns true if the current soldier is a player and in first person 17
boolisRadiomanCheck if the current soldier is a Radioman 12
boolisReachingVehicleToMountCheck if a soldier is on his way to mount inside a vehicle 14
boolisReloadingReturns true if the current soldier is reloading a weapon 15
boolisRunningReturns true if the current soldier is running 17
boolisSameFactionCheck if another soldier is in the same faction of this soldier 16
boolisSquadLeaderReturns true if the current soldier is the Squad Leader 19
boolisSquadReadyCheck if soldier is in a squad, and the squad is marked as ready to receive orders. Notice: A squad might not be ready immediately after a soldier has spawned, so this can be used to check whenever the soldier is in a squad before getting the squad reference 11
boolisStealthReturns true if the soldier is moving stealthly 14
boolisSuppressedChecks if the soldier is being suppressed 14
boolisSurrenderingCheck if the soldier is surrendering 24
boolisTalkingReturns true if the current soldier is talking 18
boolisThrowingReturns true if the current soldier is throwing something 28
boolisTowardWallReturns true if the current soldier is facing a wall 18
boolisUsingVehicleTurretCheck if soldier is operating a turret 14
voidjumpMakes the soldier jump. Notice: the jump movement is based on the current soldier velocity and direction. 14
voidkillSoldierKills the soldier 22
voidleaveVehicleCommands the soldier to eject from the current vehicle. 15
voidmoveToMoves the soldier to a specified position using CoverPosition with a new DestinationWithoutCover based on the given position and current pose. 21
SoldiermyselfCan be called within a SoldierBrain script to acquire the soldier controlled by the script 19
voidpauseAlertPauses the soldier's alert state. Notice: the difference between this and setnotalerted is that this one just pauses the alert state, while the other one stops 19
voidremoveBleedingRemoves bleeding effect from soldier 17
boolremoveItemRemove one or multiple items from a soldier invenotory 19
boolresetCallbackUnassign a callback by it's Id on a specific Soldier 13
voidresetCallbacksUnassign all callbacks on a specific Soldier 13
voidresetPoseAllow the soldier to automatically choose it's pose, canceling setPose command 20
voidsayMakes the soldier say a line based on the VoiceClip Enum 22
voidsayClipPlay a 3D Audio Clip, coming from soldier mouth and with soldier speaking animation (.wav) 18
boolsetBrainSet script that controls AI. Usually AI will work with "Default" behaviour, which will controls the way AI gives and follows squad orders, however it's possible to define a completly new behaviour by coding a dedicated "brain" LUA file and assign it to the AI with this function 20
boolsetCallbackRegister a callback for a specific event Id on a specific Soldier. Only a callback can be tied to an event Id, so when this is called again on the same Id, the new callback reference will override previous one. Callback Ids are specified at this page. 11
voidsetInVehicleTeleport the soldier inside the specified vehicle. 16
voidsetNotAlertedForce concludes the alert state of the soldier 17
voidsetOnFireSets the current soldier on fire. Notice: The fire does not damage the soldier. 28
voidsetPlayerForce a soldier to be controlled by the player. Notice: This only works for soldiers and AIs that have been spawned (or are controlled) by current player's machine 15
voidsetPoseSets the soldier's pose based on the given integer. The soldier will strictly follow the assigned pose until resetPose is called 24
voidstopStops the soldier by resetting the cover position to the current position. 20
voidstopIncapacitateStops a soldier from being incapacitated 18
voidstopSurrenderingCancel soldier surrendering action 16
voidsurrenderForce surrender the current soldier 18
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Soldier 15
Squad

Class to handle a Squad controlling multiple Soldiers.

ReturnFunction NameDescriptionVote
booladdSoldierAdd a Soldier to a squad 12
voidalertEnemiesAlert all enemies of the presence of the squad for some time 10
voidattackFromPointOrders the squad to attack from the specified waypoint within the given radius. 20
voidboardVehicleOrders the squad to board the specified vehicle. 13
voidcancelRadioRequestCancels any active radio request by the squad. 15
voidchargeOrders the squad to charge towards the specified position within the given radius. 15
voidcoverAreaOrders the squad to cover an area defined by a center position and radius. 14
voidfireAtWillOrders the squad to fire at will, canceling the stealth "hold fire" order, optionally playing an order animation. 15
voidfollowLeaderOrders the squad to follow their leader, optionally playing an order animation. 14
voidgetAllMembersGet all soldiers inside the squad 20
SoldiergetLeaderGet reference to the Squad Leader 13
SoldiergetMechanicGet reference to the Squad Mechanic 16
SoldiergetMedicGet reference to the Squad Medic 18
vec3getObjectivePositionReturns the position of the squad's current objective, or the leader's position if none is set. 15
floatgetObjectiveRadiusReturns the radius of the squad's current objective area, or a default value if none exists. 13
SoldiergetRadiomanGet reference to the Squad Radioman 13
boolhasAliveMembersReturns whether the squad has any alive members. 16
boolhasFullySpawnedWhen using in-game Spawn Manager, spawning a squad can take a few instants. This function can be used to check whenever a squad has fully spawned 9
boolhasObjectiveReturns whether the squad has an assigned objective. 17
voidholdFireOrders the squad to hold fire and move stealthy, optionally playing an order animation. 14
boolisPlayerInSquadCheck if Player is inside a squad 19
voidleaveVehicleOrders the squad to leave the specified vehicle. The force flag determines whether the leave order is forced. 12
voidmoveToOrders the squad to hold an area at the specified position with the given radius. Make sure that the squad can follow order, and eventually that the squad leader AI has give order feature disabled to avoid squad leader to override your orders 20
boolremoveSoldierRemove a Soldier from a Squad (Soldier will be put on a new Squad) 13
voidrepairVehicleOrders the squad to repair the specified vehicle. 15
voidsetClosestObjectiveOrders the squad to set their objective to the closest available one. 17
voidsetRandomObjectiveOrders the squad to set a random objective. 13
Vehicle

Functions to handle vehicle spawning and behavior.

ReturnFunction NameDescriptionVote
voidaddNewItemToCargoAdd a new item to the cargo of the vehicle 18
boolcanBeRepairedChecks if the vehicle can be repaired 12
anycanRecieveDamageChecks if the vehicle can recieve any form of damage. 13
boolcanRefillAmmoChecks if is possible to refill ammo for the vehicle 16
boolcanShootInDirectionChecks if someone on the vehicle can shoot in that direction 12
boolcargoContainsItemCheck if vehicle inventory contains a specific item 18
integercountEmptySeatsCounts the empty seats in the vehicle 12
integercountItemsCount how many items with a specific Id are found inside the inventory of the vehicle 14
anycountPeopleInsideCounts all the people inside the vehicle 16
voiddamageApply damage to the hull of a vehicle 16
voiddamageEngineDamage vehicle engine (if any) 18
voiddamageFuelTankDamage vehicle fuel tank (if any) 12
voiddamageTracksDamage vehicle tracks and/or wheels (if any) 19
voiddestroyDisable the vehicle forever 16
voiddropInfantryKicks all the soldier seated in the passenger seats 18
voidemptyAllTurretsEmpties the magazines of all the turrets in the vehicle 10
floatgetDamageCheck life amount of a vehicle (hull integrity) 13
SoldiergetDriverGet reference to the Soldier driving the vehicle 15
floatgetEngineDamageCheck life amount of a vehicle engine (engine integrity) 15
stringgetFactionGet faction Id of the vehicle 17
floatgetFueltankDamageCheck life amount of vehicle fuel tank 14
SoldiergetGunnerGet reference to a soldier controlling a turret of the vehicle 10
SoldiergetLeaderGet reference of the soldier in the commanding seat of the vehicle 17
SoldiergetPassengersGet all passengers of the vehicle 13
vec3getPosition_vehicleGet the world position of the vehicle 15
floatgetTracksDamageCheck life amount of vehicle tracks/wheels 16
integergetUniqueIdGet unique identifier for the vehicle. This is useful to check if a vehicle already exist, or to find specific vehicle with findVehicle, especially across the network or between different phases. 13
boolhasDriverChecks if the vehicle has a driver 18
boolisArtilleryVehicleChecks if the vehicle has any seat to be considered artillery 11
boolisBrakingChecks if the vehicle is braking 13
boolisDestroyedCheck if vehicle is fully destroyed 16
boolisDriverAliveChecks if there's a driver and is alive 17
boolisEmptyCheck if vehicle is empty (No units are left inside) 16
boolisFullCheck if vehicle seats are all occupied 16
boolisLockedCheck whenever a vehicle can be entered or leaved 14
boolisMineCheck whenever I have network authority over a vehicle 26
voidkickEveryoneOutForce everyone to leave the vehicle 15
voidkickUnitsForce specific units to leave the vehicle 14
voidremoveItemFromCargoRemove an item from the cargo of the vehicle 12
voidrepairSet vehicle to fully repaired. Notice: This works only on vehicles that are not fully destroyed 14
boolresetCallbackUnassign a callback by it's Id on a specific Vehicle 17
voidresetCallbacksUnassign all callbacks on a specific Vehicle 14
boolsetCallbackRegister a callback for a specific event Id on a specific Vehicle. Only a callback can be tied to an event Id, so when this is called again on the same Id, the new callback reference will override previous one. Callback Ids are specified at this page. 17
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Vehicle 10