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. 241
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 226
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 238
voidallowDoMedicWhen this function is enabled, if a soldier has medic equipments in his inventory he will proceed to heal nearby units 196
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 225
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 213
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 212
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 233
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 212
voidallowOpenWindowsWhen enabled, AI will open windows that blocks it's vision, for example when in cover behind a window 234
voidallowRadioOrdersWhen enabled and if radioman, AI will communicate radio orders requested by squad leader 208
voidenableAiBehaviourThis function enables or disbales all AI functionalities toghether, including: allowChangePose, allowCheckForEnemies, allowFindCoverWhenSuppressed, allowLeaveVehicle, allowMovements, allowOpenWindows, allowOrders and allowRadioOrders 258
ObjectivefindObjectiveFind an objective from it's unique Id (network safe). Useful in case you have to reference a specific objective across different phases or players, based on it's unique Id, for example, passed trough a global variable 128
voidfollowCustomDirectCommandsDisable various AI behaviors in order to prepare the soldier to follow direct commands, such as soldier.moveTo() 256
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() 221
stringgetNameReturn the name of the vehicle 197
voidsetTargetPlanesOftenEnable this feature to force the AI to target planes, if closer than any other spotted enemy 245
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 228
floatdistanceThe distance between 2 Vector3 points in meters 195
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 206
voidprintDisplay a message on the screen 367
floatroundRound a number to a specific quantity to decimal points 305
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 234
SoldierspawnHumanSpawn a new human without specific loadout or rank. Faction Ids can be acquired in the Script Settings menu -> Id tables section 203
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. 270
SoldierspawnSoldierSpawn an AI soldier. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 225
SoldierspawnSoldierOnVehicleSpawn an AI soldier on a vehicle. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 208
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 217
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 216
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 427
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 319
VehiclespawnVehicleSpawn a vehicle. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 207
VehiclespawnVehicle_camoSpawn a vehicle with a specified camo. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 320
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 253
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 204
voidwaitForAnyPause the execution of the script until any of the given conditions are met. 220
voidwaitUntilPause the execution of the script until one or multiple conditions are met. 270
er2

General utility and helper functions.

ReturnFunction NameDescriptionVote
voidaddInvadersTicketsAdds tickets to the current invaders faction. 196
vec3cameraPositionGet the world position of the camera 212
voidclearAllRunOnJoinClear all buffered requests to run a script locally for joining users 161
integercountAliveDefendersGet the count of all the currently alive defenders 224
integercountAliveInFactionGet the count of all the currently alive units on a specific faction 241
integercountAliveInvadersGet the count of all the currently alive invaders 284
integercountDeceasedDefendersCount how many defenders are deceased during the mission 218
integercountDeceasedInvadersCount how many invaders are deceased during the mission 224
integercountLostVehiclesDefendersCount how many defenders have been captured during the mission 212
integercountLostVehiclesInvadersCount how many invaders have been captured during the mission 132
integercountPrisonersDefendersCount how many vehicles have been lost by the defenders during the mission 193
integercountPrisonersInvadersCount how many vehicles have been lost by the invaders during the mission 208
voidendPrecipitationStops the rain or the snow from falling in the map To synchronize the weather changes to other clients you can use synchWeather. 208
voidexplosionGenerates an explosion 346
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 211
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 250
voidgetAllObjectivesGet all Mission Objectives in the current phase. 241
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. 200
voidgetAllVehiclesGet all vehicles around the map 201
stringgetBattleNameReturns the current battle's name 238
NumbergetCurrentPhaseIdGet the Id of the current phases. 197
stringgetDefendersFactionGet the Id for the defenders faction 212
floatgetDistanceFromTerrainReturns the distance between the given position and the terrain. 224
stringgetInvadersFactionGet the Id for the invaders faction 213
integergetInvadersTicketReturns the number of tickets left by the invaders 191
stringgetMapNameReturns the name of the map of the current battle 223
stringgetMyNicknameGet nickname of the local user 304
ObjectivegetNearestObjectiveGet the nearest Mission Objective to a specific location 160
SquadgetNearestSoldierGet nearest soldier to a specific location 214
VehiclegetNearestVehicleGet nearest vehicle from a specific location 195
stringgetNicknameGet nickname of an online player 180
SoldiergetPlayerFind a reference to the Soldier controlled by the player 214
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. 271
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. 208
integergetSettingMaxPlayersDefendersGet the max allowed amount of Human Players on the defenders faction. Works only during multiplayer matches 229
integergetSettingMaxPlayersInvadersGet the max allowed amount of Human Players on the invaders faction. Works only during multiplayer matches 223
floatgetSettingTicketsMultiplierGet the tickets multipler set during match creation 292
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. 214
floatgetTerrainHeightReturns the terrain height from sea level of the given x and z coordinates. 223
voidgetVehiclesInAreaGet all vehicles within a specific area 198
boolisAlliedCheck if a given faction Id is part of Allies faction 196
boolisAxisCheck if a given faction Id is part of Axis faction 216
AiParamsisCivilianCheck if a given faction Id is part of Civilians faction 220
boolisInsideMainTerrainBoundsChecks if the given position is inside the terrain bounds 268
boolisMasterClientCheck if current user is master client for online match. In an offline mission, the user is always the master client 289
boolisOnlineCheck if current mission is being played on an online match 316
boolisSameFactionCheck if two faction Ids are part of the same faction (Allies or Axis) 317
SquadmakeSquadCreate a new empty squad. You can add soldiers to this squad in order to make them react to squad orders 206
boolnextPhaseForce mission to skip to next phase 241
voidnukeGenerate a nuke explosion at a certain position. The nuke will devastate a certain area and will spawn a huge explosion visual effect with a never-ending smoke effect. Having multiple nuke smokes leftovers in a map can cause severe performance issues, so use this carefully. 172
voidplayClipPlay a global Audio Clip (.wav) 225
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. 227
voidplayClipOnRadioPlay a global Audio Clip with a radio distortion effect (.wav) 214
voidplayClipOnRadio3DPlay a 3D Audio Clip, coming from a specific location and with a maximum hear distance with a radio distortion effect (.wav) 223
voidplayMusicPlays a music track globally. 233
boolpreviousPhaseForce mission to skip to previous phase 251
floatraycastCasts a ray from an origin toward a direction. Used to test collisions and objects presence. The test is done trough a Unity Raycast. 212
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 331
boolresetCallbackUnassign a callback by it's Id. 259
voidresetCallbacksUnassign all global callbacks 241
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 237
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 295
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 224
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 253
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. 324
boolsetPhaseChanges the current phase to the one of index order 266
voidsetRainingActivates the rain on the map. To synchronize the weather changes to other clients you can use synchWeather. 306
voidsetSnowingActivates the snow on the map. To synchronize the weather changes to other clients you can use synchWeather. 243
voidsetTaskTextDefendersSet task text for defenders 129
voidsetTaskTextInvadersSet task text for invaders 146
voidsetTimeAndWeatherSets the current time of day of the mission and some weather conditions, like clouds, snow and fog. To synchronize the weather changes to other clients you can use synchWeather. NOTE: This function it's CPU heavy 252
voidsetTimeOfDaySets the current time of day of the mission. NOTE: This function is CPU heavy 304
voidsetVictoryDefendersConcludes the mission declaring defenders as winners 448
voidsetVictoryInvadersConcludes the mission declaring invaders as winners 202
voidshowObjectiveDisplay a new objective text 236
voidsynchWeatherApply the weather changes to all clients. Must be called on Master Client. After calling this, set weather is automatically applied for newly connected clients. Calling it too often can result in high network traffic and mission crash. 175
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 216
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 225
booltriggerCallbackForce the triggering of a callback set trough setCallback 285
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 260
anymyplayergetGet the value of a stored global variable by my player. 199
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. 177
anyplayergetGet the value of a stored global variable by a specific player. 248
voidsetSet a global variable that can be referenced from any script and by any player in the room 317
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 210
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 330
vec3getPositionGet the world position of the Mission Objective 328
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 218
floatgetRadiusGet the area radius of the Mission Objective 302
integergetUniqueIdGet unique identifier for the objective. This is useful to check if an objective already exist, or to find specific objective with findObjective, especially across the network or between different phases. 203
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. 221
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 204
boolisInsideCheck whenever a vec3() position is inside a specific Mission Objective, specifically within it's radius from it's center position 211
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 199
voidremoveRemove this objective from the current Mission Phase. Just like setting properties, only the master client can call do this operation 234
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 220
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 212
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. 255
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 216
voidsetPositionUpdate the world position of a Scripted Mission Objective 217
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 241
voidsetRadiusUpdate the area radius of a Scripted Mission Task 167
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 220
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. 206
Soldier

Functions related to player actions and properties.

ReturnFunction NameDescriptionVote
booladdAmmoAdds an ammo box to the soldier's invetory 236
booladdMagazineAdds a magazine to the soldier's invetory. 243
booladdNewItemAdds an item to the soldier's inventory 249
voidalertForPuts the soldier in an alert state for a defined time 217
voidapplyBleedingApplies bleed status to the soldier 201
voidboardVehicleOrder the soldier to approach and borar onto the specified vehicle if available. 240
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. 192
voidcarryBodyForce the soldier to carry a another incapacitated soldier 261
voiddamageSoldierApply damage to a soldier 185
voiddecreaseStaminaDecreases soldier's stamina 287
voiddisableHitByVehicleForDisable receiving damage from impacts with vehicles for some time 288
booldoingMeleeCheck if the soldier is doing a melee attack 195
voidexecuteOrdersRoutineExecutes the routine to process squad orders for the soldier. 179
voidfindCoverFinds a cover position near a specified position within a given radius. 225
boolforceTargetForce a Soldier to target a specific Soldier or Vehicle. 243
AiParamsgetAiParamsAccess AI parameters management 243
SoldiergetCarriedBodyGet a reference to the incapacitated soldier carried by this unit 303
stringgetClassNameReturns the soldier's class name 239
VehiclegetCurrentVehicleReturns the current vehicle the soldier is in 222
floatgetDistanceFromGroundGet the distance between the soldier and the ground below 199
vec3getFacePositionGet the world position of soldier's face 218
stringgetFactionGets the soldier's faction ID 275
vec3getFireDirectionReturn a vector representing the direction where the gun held by the soldier is pointed to 218
stringgetHeadgearIdReturns the current wearing headgear Id 216
floatgetHealthGet the soldier's health 194
vec3getMoveDirectionReturns the moving direction of the soldier 205
stringgetNameReturns the soldier's full name 312
SoldiergetNearestInjuredGet the nearest wounded soldier around the current one 196
VehiclegetNearestVehicleToRepairReturns the nearest vehicle that requires repair from the current soldier 203
voidgetOffVehicleKicks the soldier from the current vehicle 210
stringgetOwnerIdGet Id of the online player controlling this soldier (Including AIs being controlled by his machine). 229
vec3getPositionGet world position of the soldier 318
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 202
floatgetSuppressionValueChecks the suppression value of the soldier from the enemy fire. 189
stringgetUniformIdGet the Id of the uniform worn by the soldier 191
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. 214
VehiclegetVehicleSoldierIsExitingFromGet the vehicle the current soldier is exiting from 203
vec3getVelocityReturns the current soldier's velocity 211
stringgetVestIdGet the Id of the vest worn by the soldier 304
boolhasHeadgearCheck if the the soldier is wearing an headgear 266
boolhasRadioCheck if a soldier is wearing a radio 313
boolhasVestCheck if a soldier is wearing a vest 182
voidhealSoldierHeals soldier of a certain amount 202
voidincapacitateForce incapacitate a soldier 248
boolisAIChecks if the current soldier is controlled by the AI 295
boolisAimingChecks if the current soldier is aiming the gun 256
boolisAlertedCheck if the soldier has spotted an enemy recently and is moving carefully 278
boolisAliveChecks if the current soldier is alive 245
boolisAlliedCheck if current soldier is part of Allies faction 341
boolisAmmoBoxCarrierCheck if soldier is carrying an ammo box 258
boolisATSoldierReturns true if the current soldier is an Anti-Tank unit 246
boolisAxisCheck if current soldier is part of Axis faction 318
boolisBleedingCheck if the soldier is bleeding 244
boolisCarriedReturns true if the current soldier is getting carried 279
boolisCarryingBodyCheck if the current soldier is carrying an incapacitated soldier 255
boolisChargingReturns true if the current soldier is charging 257
AiParamsisCivilianCheck if current soldier is part of Civilians faction 290
boolisCrawlingReturns true if the current soldier is crawling 241
boolisDeadCheck if a soldier is dead 245
boolisEnteringVehicleReturns true if the current soldier has started the entering vehicle animation 234
boolisExitingVehicleReturns true if the current soldier has started the exiting vehicle animation 262
boolisFallingFromParachuteChecks if the current soldier is falling with a parachute 223
boolisFlameThrowerCarrierCheck if a soldier is a flamethrower carrier 185
boolisFromChargingFactionCheck if the soldier can execute a charge order 198
boolisGroundedReturns true if the soldier is on the ground 403
boolisIncapacitatedCheck if a soldier is incapacitated 202
boolisInsideVehicleCheck if the soldier is inside a vehicle 200
boolisJumpingReturns true if the current soldier is jumping 204
boolisMarksmanReturns true if the current soldier is a Marksman 156
boolisMechanicReturns true if the current soldier is a mechanic 259
boolisMedicReturns true if the current soldier is a medic 218
boolisMineCheck whenever I have network authority over a soldier 273
boolisMovingReturns true if the current soldier is moving 215
boolisOnCoverCheck if a soldier is taking cover 247
boolisOnFireReturns true if the current soldier is on fire 218
boolisOnWaterCheck if a soldier is walking inside water 241
boolisOutOfStaminaReturns true if the current soldier is out of stamina 181
boolisPlayerCheck if the soldier is a player 216
boolisPlayerFPSReturns true if the current soldier is a player and in first person 207
boolisRadiomanCheck if the current soldier is a Radioman 255
boolisReachingVehicleToMountCheck if a soldier is on his way to mount inside a vehicle 227
boolisReloadingReturns true if the current soldier is reloading a weapon 264
boolisRunningReturns true if the current soldier is running 283
boolisSameFactionCheck if another soldier is in the same faction of this soldier 229
boolisSquadLeaderReturns true if the current soldier is the Squad Leader 208
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 201
boolisStealthReturns true if the soldier is moving stealthly 205
boolisSuppressedChecks if the soldier is being suppressed 138
boolisSurrenderingCheck if the soldier is surrendering 242
boolisTalkingReturns true if the current soldier is talking 228
boolisThrowingReturns true if the current soldier is throwing something 216
boolisTowardWallReturns true if the current soldier is facing a wall 226
boolisUsingVehicleTurretCheck if soldier is operating a turret 197
voidjumpMakes the soldier jump. Notice: the jump movement is based on the current soldier velocity and direction. 212
voidkillSoldierKills the soldier 233
voidleaveVehicleCommands the soldier to eject from the current vehicle. 222
voidmoveToMoves the soldier to a specified position using CoverPosition with a new DestinationWithoutCover based on the given position and current pose. 211
SoldiermyselfCan be called within a SoldierBrain script to acquire the soldier controlled by the script 357
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 215
voidremoveBleedingRemoves bleeding effect from soldier 224
boolremoveItemRemove one or multiple items from a soldier invenotory 195
boolresetCallbackUnassign a callback by it's Id on a specific Soldier 324
voidresetCallbacksUnassign all callbacks on a specific Soldier 335
voidresetPoseAllow the soldier to automatically choose it's pose, canceling setPose command 278
voidsayMakes the soldier say a line based on the VoiceClip Enum 305
voidsayClipPlay a 3D Audio Clip, coming from soldier mouth and with soldier speaking animation (.wav) 359
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 233
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. 316
voidsetInVehicleTeleport the soldier inside the specified vehicle. 238
voidsetNotAlertedForce concludes the alert state of the soldier 215
voidsetOnFireSets the current soldier on fire. Notice: The fire does not damage the soldier. 330
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 312
voidsetPoseSets the soldier's pose based on the given integer. The soldier will strictly follow the assigned pose until resetPose is called 252
voidstopStops the soldier by resetting the cover position to the current position. 211
voidstopIncapacitateStops a soldier from being incapacitated 373
voidstopSurrenderingCancel soldier surrendering action 232
voidsurrenderForce surrender the current soldier 354
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Soldier 329
Squad

Class to handle a Squad controlling multiple Soldiers.

ReturnFunction NameDescriptionVote
booladdSoldierAdd a Soldier to a squad 286
voidalertEnemiesAlert all enemies of the presence of the squad for some time 261
voidattackFromPointOrders the squad to attack from the specified waypoint within the given radius. 229
voidboardVehicleOrders the squad to board the specified vehicle. 217
voidcancelRadioRequestCancels any active radio request by the squad. 196
voidchargeOrders the squad to charge towards the specified position within the given radius. 299
voidcoverAreaOrders the squad to cover an area defined by a center position and radius. 190
voidfireAtWillOrders the squad to fire at will, canceling the stealth "hold fire" order, optionally playing an order animation. 254
voidfollowLeaderOrders the squad to follow their leader, optionally playing an order animation. 210
voidgetAllMembersGet all soldiers inside the squad 217
SoldiergetLeaderGet reference to the Squad Leader 270
SoldiergetMechanicGet reference to the Squad Mechanic 358
SoldiergetMedicGet reference to the Squad Medic 314
vec3getObjectivePositionReturns the position of the squad's current objective, or the leader's position if none is set. 185
floatgetObjectiveRadiusReturns the radius of the squad's current objective area, or a default value if none exists. 201
SoldiergetRadiomanGet reference to the Squad Radioman 329
boolhasAliveMembersReturns whether the squad has any alive members. 203
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 230
boolhasObjectiveReturns whether the squad has an assigned objective. 263
voidholdFireOrders the squad to hold fire and move stealthy, optionally playing an order animation. 214
boolisPlayerInSquadCheck if Player is inside a squad 290
voidleaveVehicleOrders the squad to leave the specified vehicle. The force flag determines whether the leave order is forced. 197
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 233
boolremoveSoldierRemove a Soldier from a Squad (Soldier will be put on a new Squad) 343
voidrepairVehicleOrders the squad to repair the specified vehicle. 271
voidsetClosestObjectiveOrders the squad to set their objective to the closest available one. 253
voidsetRandomObjectiveOrders the squad to set a random objective. 291
Vehicle

Functions to handle vehicle spawning and behavior.

ReturnFunction NameDescriptionVote
voidaddNewItemToCargoAdd a new item to the cargo of the vehicle 297
boolcanBeRepairedChecks if the vehicle can be repaired 190
anycanRecieveDamageChecks if the vehicle can recieve any form of damage. 251
boolcanRefillAmmoChecks if is possible to refill ammo for the vehicle 274
boolcanShootInDirectionChecks if someone on the vehicle can shoot in that direction 209
boolcargoContainsItemCheck if vehicle inventory contains a specific item 215
integercountEmptySeatsCounts the empty seats in the vehicle 196
integercountItemsCount how many items with a specific Id are found inside the inventory of the vehicle 171
anycountPeopleInsideCounts all the people inside the vehicle 209
voiddamageApply damage to the hull of a vehicle 303
voiddamageEngineDamage vehicle engine (if any) 223
voiddamageFuelTankDamage vehicle fuel tank (if any) 263
voiddamageTracksDamage vehicle tracks and/or wheels (if any) 189
voiddestroyDisable the vehicle forever 308
voiddropInfantryKicks all the soldier seated in the passenger seats 221
voidemptyAllTurretsEmpties the magazines of all the turrets in the vehicle 248
floatgetDamageCheck life amount of a vehicle (hull integrity) 257
SoldiergetDriverGet reference to the Soldier driving the vehicle 225
floatgetEngineDamageCheck life amount of a vehicle engine (engine integrity) 230
stringgetFactionGet faction Id of the vehicle 310
floatgetFueltankDamageCheck life amount of vehicle fuel tank 155
SoldiergetGunnerGet reference to a soldier controlling a turret of the vehicle 208
SoldiergetLeaderGet reference of the soldier in the commanding seat of the vehicle 217
SoldiergetPassengersGet all passengers of the vehicle 217
vec3getPosition_vehicleGet the world position of the vehicle 387
floatgetTracksDamageCheck life amount of vehicle tracks/wheels 204
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. 304
boolhasDriverChecks if the vehicle has a driver 218
boolisArtilleryVehicleChecks if the vehicle has any seat to be considered artillery 201
boolisBrakingChecks if the vehicle is braking 179
boolisDestroyedCheck if vehicle is fully destroyed 220
boolisDriverAliveChecks if there's a driver and is alive 217
boolisEmptyCheck if vehicle is empty (No units are left inside) 251
boolisFullCheck if vehicle seats are all occupied 215
boolisLockedCheck whenever a vehicle can be entered or leaved 189
boolisMineCheck whenever I have network authority over a vehicle 355
voidkickEveryoneOutForce everyone to leave the vehicle 232
voidkickUnitsForce specific units to leave the vehicle 234
voidremoveItemFromCargoRemove an item from the cargo of the vehicle 216
voidrepairSet vehicle to fully repaired. Notice: This works only on vehicles that are not fully destroyed 303
boolresetCallbackUnassign a callback by it's Id on a specific Vehicle 332
voidresetCallbacksUnassign all callbacks on a specific Vehicle 318
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. 259
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Vehicle 324