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. 227
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 201
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 227
voidallowDoMedicWhen this function is enabled, if a soldier has medic equipments in his inventory he will proceed to heal nearby units 186
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 208
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 189
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 206
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 223
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 198
voidallowOpenWindowsWhen enabled, AI will open windows that blocks it's vision, for example when in cover behind a window 227
voidallowRadioOrdersWhen enabled and if radioman, AI will communicate radio orders requested by squad leader 193
voidenableAiBehaviourThis function enables or disbales all AI functionalities toghether, including: allowChangePose, allowCheckForEnemies, allowFindCoverWhenSuppressed, allowLeaveVehicle, allowMovements, allowOpenWindows, allowOrders and allowRadioOrders 241
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 103
voidfollowCustomDirectCommandsDisable various AI behaviors in order to prepare the soldier to follow direct commands, such as soldier.moveTo() 237
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() 211
stringgetNameReturn the name of the vehicle 192
voidsetTargetPlanesOftenEnable this feature to force the AI to target planes, if closer than any other spotted enemy 234
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 207
floatdistanceThe distance between 2 Vector3 points in meters 183
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 197
voidprintDisplay a message on the screen 353
floatroundRound a number to a specific quantity to decimal points 293
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 212
SoldierspawnHumanSpawn a new human without specific loadout or rank. Faction Ids can be acquired in the Script Settings menu -> Id tables section 191
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. 256
SoldierspawnSoldierSpawn an AI soldier. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 211
SoldierspawnSoldierOnVehicleSpawn an AI soldier on a vehicle. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 190
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 204
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 196
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 411
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 303
VehiclespawnVehicleSpawn a vehicle. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 187
VehiclespawnVehicle_camoSpawn a vehicle with a specified camo. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 311
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 231
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 192
voidwaitForAnyPause the execution of the script until any of the given conditions are met. 203
voidwaitUntilPause the execution of the script until one or multiple conditions are met. 250
er2

General utility and helper functions.

ReturnFunction NameDescriptionVote
voidaddInvadersTicketsAdds tickets to the current invaders faction. 187
vec3cameraPositionGet the world position of the camera 200
voidclearAllRunOnJoinClear all buffered requests to run a script locally for joining users 144
integercountAliveDefendersGet the count of all the currently alive defenders 210
integercountAliveInFactionGet the count of all the currently alive units on a specific faction 226
integercountAliveInvadersGet the count of all the currently alive invaders 272
integercountDeceasedDefendersCount how many defenders are deceased during the mission 199
integercountDeceasedInvadersCount how many invaders are deceased during the mission 215
integercountLostVehiclesDefendersCount how many defenders have been captured during the mission 194
integercountLostVehiclesInvadersCount how many invaders have been captured during the mission 126
integercountPrisonersDefendersCount how many vehicles have been lost by the defenders during the mission 169
integercountPrisonersInvadersCount how many vehicles have been lost by the invaders during the mission 200
voidendPrecipitationStops the rain or the snow from falling in the map To synchronize the weather changes to other clients you can use synchWeather. 194
voidexplosionGenerates an explosion 329
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 195
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 234
voidgetAllObjectivesGet all Mission Objectives in the current phase. 230
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. 187
voidgetAllVehiclesGet all vehicles around the map 189
stringgetBattleNameReturns the current battle's name 219
NumbergetCurrentPhaseIdGet the Id of the current phases. 181
stringgetDefendersFactionGet the Id for the defenders faction 204
floatgetDistanceFromTerrainReturns the distance between the given position and the terrain. 206
stringgetInvadersFactionGet the Id for the invaders faction 203
integergetInvadersTicketReturns the number of tickets left by the invaders 175
stringgetMapNameReturns the name of the map of the current battle 212
stringgetMyNicknameGet nickname of the local user 292
ObjectivegetNearestObjectiveGet the nearest Mission Objective to a specific location 149
SquadgetNearestSoldierGet nearest soldier to a specific location 203
VehiclegetNearestVehicleGet nearest vehicle from a specific location 184
stringgetNicknameGet nickname of an online player 173
SoldiergetPlayerFind a reference to the Soldier controlled by the player 203
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. 249
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. 192
integergetSettingMaxPlayersDefendersGet the max allowed amount of Human Players on the defenders faction. Works only during multiplayer matches 213
integergetSettingMaxPlayersInvadersGet the max allowed amount of Human Players on the invaders faction. Works only during multiplayer matches 205
floatgetSettingTicketsMultiplierGet the tickets multipler set during match creation 281
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. 206
floatgetTerrainHeightReturns the terrain height from sea level of the given x and z coordinates. 213
voidgetVehiclesInAreaGet all vehicles within a specific area 180
boolisAlliedCheck if a given faction Id is part of Allies faction 177
boolisAxisCheck if a given faction Id is part of Axis faction 202
AiParamsisCivilianCheck if a given faction Id is part of Civilians faction 205
boolisInsideMainTerrainBoundsChecks if the given position is inside the terrain bounds 261
boolisMasterClientCheck if current user is master client for online match. In an offline mission, the user is always the master client 272
boolisOnlineCheck if current mission is being played on an online match 306
boolisSameFactionCheck if two faction Ids are part of the same faction (Allies or Axis) 288
SquadmakeSquadCreate a new empty squad. You can add soldiers to this squad in order to make them react to squad orders 194
boolnextPhaseForce mission to skip to next phase 226
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. 151
voidplayClipPlay a global Audio Clip (.wav) 208
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. 208
voidplayClipOnRadioPlay a global Audio Clip with a radio distortion effect (.wav) 207
voidplayClipOnRadio3DPlay a 3D Audio Clip, coming from a specific location and with a maximum hear distance with a radio distortion effect (.wav) 203
voidplayMusicPlays a music track globally. 214
boolpreviousPhaseForce mission to skip to previous phase 232
floatraycastCasts a ray from an origin toward a direction. Used to test collisions and objects presence. The test is done trough a Unity Raycast. 198
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 323
boolresetCallbackUnassign a callback by it's Id. 229
voidresetCallbacksUnassign all global callbacks 212
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 223
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 273
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 207
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 238
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. 306
boolsetPhaseChanges the current phase to the one of index order 243
voidsetRainingActivates the rain on the map. To synchronize the weather changes to other clients you can use synchWeather. 290
voidsetSnowingActivates the snow on the map. To synchronize the weather changes to other clients you can use synchWeather. 216
voidsetTaskTextDefendersSet task text for defenders 115
voidsetTaskTextInvadersSet task text for invaders 125
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 222
voidsetTimeOfDaySets the current time of day of the mission. NOTE: This function is CPU heavy 283
voidsetVictoryDefendersConcludes the mission declaring defenders as winners 427
voidsetVictoryInvadersConcludes the mission declaring invaders as winners 186
voidshowObjectiveDisplay a new objective text 226
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. 156
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 209
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 212
booltriggerCallbackForce the triggering of a callback set trough setCallback 258
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 246
anymyplayergetGet the value of a stored global variable by my player. 182
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. 168
anyplayergetGet the value of a stored global variable by a specific player. 238
voidsetSet a global variable that can be referenced from any script and by any player in the room 303
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 200
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 306
vec3getPositionGet the world position of the Mission Objective 303
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 194
floatgetRadiusGet the area radius of the Mission Objective 291
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. 190
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. 197
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 196
boolisInsideCheck whenever a vec3() position is inside a specific Mission Objective, specifically within it's radius from it's center position 197
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 190
voidremoveRemove this objective from the current Mission Phase. Just like setting properties, only the master client can call do this operation 219
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 208
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 201
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. 240
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 205
voidsetPositionUpdate the world position of a Scripted Mission Objective 209
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 233
voidsetRadiusUpdate the area radius of a Scripted Mission Task 151
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 209
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. 194
Soldier

Functions related to player actions and properties.

ReturnFunction NameDescriptionVote
booladdAmmoAdds an ammo box to the soldier's invetory 215
booladdMagazineAdds a magazine to the soldier's invetory. 221
booladdNewItemAdds an item to the soldier's inventory 234
voidalertForPuts the soldier in an alert state for a defined time 201
voidapplyBleedingApplies bleed status to the soldier 187
voidboardVehicleOrder the soldier to approach and borar onto the specified vehicle if available. 232
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. 183
voidcarryBodyForce the soldier to carry a another incapacitated soldier 238
voiddamageSoldierApply damage to a soldier 181
voiddecreaseStaminaDecreases soldier's stamina 280
voiddisableHitByVehicleForDisable receiving damage from impacts with vehicles for some time 275
booldoingMeleeCheck if the soldier is doing a melee attack 174
voidexecuteOrdersRoutineExecutes the routine to process squad orders for the soldier. 163
voidfindCoverFinds a cover position near a specified position within a given radius. 207
boolforceTargetForce a Soldier to target a specific Soldier or Vehicle. 234
AiParamsgetAiParamsAccess AI parameters management 220
SoldiergetCarriedBodyGet a reference to the incapacitated soldier carried by this unit 281
stringgetClassNameReturns the soldier's class name 217
VehiclegetCurrentVehicleReturns the current vehicle the soldier is in 216
floatgetDistanceFromGroundGet the distance between the soldier and the ground below 190
vec3getFacePositionGet the world position of soldier's face 207
stringgetFactionGets the soldier's faction ID 256
vec3getFireDirectionReturn a vector representing the direction where the gun held by the soldier is pointed to 202
stringgetHeadgearIdReturns the current wearing headgear Id 208
floatgetHealthGet the soldier's health 180
vec3getMoveDirectionReturns the moving direction of the soldier 194
stringgetNameReturns the soldier's full name 287
SoldiergetNearestInjuredGet the nearest wounded soldier around the current one 187
VehiclegetNearestVehicleToRepairReturns the nearest vehicle that requires repair from the current soldier 188
voidgetOffVehicleKicks the soldier from the current vehicle 199
stringgetOwnerIdGet Id of the online player controlling this soldier (Including AIs being controlled by his machine). 219
vec3getPositionGet world position of the soldier 301
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 183
floatgetSuppressionValueChecks the suppression value of the soldier from the enemy fire. 181
stringgetUniformIdGet the Id of the uniform worn by the soldier 180
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. 206
VehiclegetVehicleSoldierIsExitingFromGet the vehicle the current soldier is exiting from 193
vec3getVelocityReturns the current soldier's velocity 204
stringgetVestIdGet the Id of the vest worn by the soldier 277
boolhasHeadgearCheck if the the soldier is wearing an headgear 244
boolhasRadioCheck if a soldier is wearing a radio 305
boolhasVestCheck if a soldier is wearing a vest 163
voidhealSoldierHeals soldier of a certain amount 188
voidincapacitateForce incapacitate a soldier 229
boolisAIChecks if the current soldier is controlled by the AI 284
boolisAimingChecks if the current soldier is aiming the gun 232
boolisAlertedCheck if the soldier has spotted an enemy recently and is moving carefully 261
boolisAliveChecks if the current soldier is alive 220
boolisAlliedCheck if current soldier is part of Allies faction 323
boolisAmmoBoxCarrierCheck if soldier is carrying an ammo box 239
boolisATSoldierReturns true if the current soldier is an Anti-Tank unit 220
boolisAxisCheck if current soldier is part of Axis faction 300
boolisBleedingCheck if the soldier is bleeding 236
boolisCarriedReturns true if the current soldier is getting carried 270
boolisCarryingBodyCheck if the current soldier is carrying an incapacitated soldier 241
boolisChargingReturns true if the current soldier is charging 241
AiParamsisCivilianCheck if current soldier is part of Civilians faction 280
boolisCrawlingReturns true if the current soldier is crawling 225
boolisDeadCheck if a soldier is dead 228
boolisEnteringVehicleReturns true if the current soldier has started the entering vehicle animation 216
boolisExitingVehicleReturns true if the current soldier has started the exiting vehicle animation 245
boolisFallingFromParachuteChecks if the current soldier is falling with a parachute 212
boolisFlameThrowerCarrierCheck if a soldier is a flamethrower carrier 178
boolisFromChargingFactionCheck if the soldier can execute a charge order 190
boolisGroundedReturns true if the soldier is on the ground 389
boolisIncapacitatedCheck if a soldier is incapacitated 190
boolisInsideVehicleCheck if the soldier is inside a vehicle 194
boolisJumpingReturns true if the current soldier is jumping 196
boolisMarksmanReturns true if the current soldier is a Marksman 143
boolisMechanicReturns true if the current soldier is a mechanic 241
boolisMedicReturns true if the current soldier is a medic 207
boolisMineCheck whenever I have network authority over a soldier 262
boolisMovingReturns true if the current soldier is moving 198
boolisOnCoverCheck if a soldier is taking cover 230
boolisOnFireReturns true if the current soldier is on fire 208
boolisOnWaterCheck if a soldier is walking inside water 231
boolisOutOfStaminaReturns true if the current soldier is out of stamina 167
boolisPlayerCheck if the soldier is a player 195
boolisPlayerFPSReturns true if the current soldier is a player and in first person 196
boolisRadiomanCheck if the current soldier is a Radioman 238
boolisReachingVehicleToMountCheck if a soldier is on his way to mount inside a vehicle 217
boolisReloadingReturns true if the current soldier is reloading a weapon 247
boolisRunningReturns true if the current soldier is running 247
boolisSameFactionCheck if another soldier is in the same faction of this soldier 218
boolisSquadLeaderReturns true if the current soldier is the Squad Leader 200
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 186
boolisStealthReturns true if the soldier is moving stealthly 192
boolisSuppressedChecks if the soldier is being suppressed 129
boolisSurrenderingCheck if the soldier is surrendering 227
boolisTalkingReturns true if the current soldier is talking 211
boolisThrowingReturns true if the current soldier is throwing something 200
boolisTowardWallReturns true if the current soldier is facing a wall 218
boolisUsingVehicleTurretCheck if soldier is operating a turret 187
voidjumpMakes the soldier jump. Notice: the jump movement is based on the current soldier velocity and direction. 192
voidkillSoldierKills the soldier 206
voidleaveVehicleCommands the soldier to eject from the current vehicle. 213
voidmoveToMoves the soldier to a specified position using CoverPosition with a new DestinationWithoutCover based on the given position and current pose. 198
SoldiermyselfCan be called within a SoldierBrain script to acquire the soldier controlled by the script 347
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 194
voidremoveBleedingRemoves bleeding effect from soldier 207
boolremoveItemRemove one or multiple items from a soldier invenotory 187
boolresetCallbackUnassign a callback by it's Id on a specific Soldier 301
voidresetCallbacksUnassign all callbacks on a specific Soldier 314
voidresetPoseAllow the soldier to automatically choose it's pose, canceling setPose command 264
voidsayMakes the soldier say a line based on the VoiceClip Enum 296
voidsayClipPlay a 3D Audio Clip, coming from soldier mouth and with soldier speaking animation (.wav) 332
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 225
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. 296
voidsetInVehicleTeleport the soldier inside the specified vehicle. 215
voidsetNotAlertedForce concludes the alert state of the soldier 208
voidsetOnFireSets the current soldier on fire. Notice: The fire does not damage the soldier. 312
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 296
voidsetPoseSets the soldier's pose based on the given integer. The soldier will strictly follow the assigned pose until resetPose is called 233
voidstopStops the soldier by resetting the cover position to the current position. 202
voidstopIncapacitateStops a soldier from being incapacitated 353
voidstopSurrenderingCancel soldier surrendering action 215
voidsurrenderForce surrender the current soldier 333
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Soldier 312
Squad

Class to handle a Squad controlling multiple Soldiers.

ReturnFunction NameDescriptionVote
booladdSoldierAdd a Soldier to a squad 262
voidalertEnemiesAlert all enemies of the presence of the squad for some time 250
voidattackFromPointOrders the squad to attack from the specified waypoint within the given radius. 214
voidboardVehicleOrders the squad to board the specified vehicle. 210
voidcancelRadioRequestCancels any active radio request by the squad. 188
voidchargeOrders the squad to charge towards the specified position within the given radius. 285
voidcoverAreaOrders the squad to cover an area defined by a center position and radius. 186
voidfireAtWillOrders the squad to fire at will, canceling the stealth "hold fire" order, optionally playing an order animation. 232
voidfollowLeaderOrders the squad to follow their leader, optionally playing an order animation. 203
voidgetAllMembersGet all soldiers inside the squad 207
SoldiergetLeaderGet reference to the Squad Leader 267
SoldiergetMechanicGet reference to the Squad Mechanic 336
SoldiergetMedicGet reference to the Squad Medic 300
vec3getObjectivePositionReturns the position of the squad's current objective, or the leader's position if none is set. 175
floatgetObjectiveRadiusReturns the radius of the squad's current objective area, or a default value if none exists. 184
SoldiergetRadiomanGet reference to the Squad Radioman 312
boolhasAliveMembersReturns whether the squad has any alive members. 188
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 219
boolhasObjectiveReturns whether the squad has an assigned objective. 248
voidholdFireOrders the squad to hold fire and move stealthy, optionally playing an order animation. 205
boolisPlayerInSquadCheck if Player is inside a squad 284
voidleaveVehicleOrders the squad to leave the specified vehicle. The force flag determines whether the leave order is forced. 182
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 211
boolremoveSoldierRemove a Soldier from a Squad (Soldier will be put on a new Squad) 322
voidrepairVehicleOrders the squad to repair the specified vehicle. 266
voidsetClosestObjectiveOrders the squad to set their objective to the closest available one. 236
voidsetRandomObjectiveOrders the squad to set a random objective. 276
Vehicle

Functions to handle vehicle spawning and behavior.

ReturnFunction NameDescriptionVote
voidaddNewItemToCargoAdd a new item to the cargo of the vehicle 284
boolcanBeRepairedChecks if the vehicle can be repaired 171
anycanRecieveDamageChecks if the vehicle can recieve any form of damage. 229
boolcanRefillAmmoChecks if is possible to refill ammo for the vehicle 255
boolcanShootInDirectionChecks if someone on the vehicle can shoot in that direction 192
boolcargoContainsItemCheck if vehicle inventory contains a specific item 204
integercountEmptySeatsCounts the empty seats in the vehicle 180
integercountItemsCount how many items with a specific Id are found inside the inventory of the vehicle 165
anycountPeopleInsideCounts all the people inside the vehicle 185
voiddamageApply damage to the hull of a vehicle 296
voiddamageEngineDamage vehicle engine (if any) 208
voiddamageFuelTankDamage vehicle fuel tank (if any) 249
voiddamageTracksDamage vehicle tracks and/or wheels (if any) 180
voiddestroyDisable the vehicle forever 288
voiddropInfantryKicks all the soldier seated in the passenger seats 206
voidemptyAllTurretsEmpties the magazines of all the turrets in the vehicle 240
floatgetDamageCheck life amount of a vehicle (hull integrity) 243
SoldiergetDriverGet reference to the Soldier driving the vehicle 200
floatgetEngineDamageCheck life amount of a vehicle engine (engine integrity) 222
stringgetFactionGet faction Id of the vehicle 300
floatgetFueltankDamageCheck life amount of vehicle fuel tank 142
SoldiergetGunnerGet reference to a soldier controlling a turret of the vehicle 187
SoldiergetLeaderGet reference of the soldier in the commanding seat of the vehicle 198
SoldiergetPassengersGet all passengers of the vehicle 200
vec3getPosition_vehicleGet the world position of the vehicle 376
floatgetTracksDamageCheck life amount of vehicle tracks/wheels 190
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. 285
boolhasDriverChecks if the vehicle has a driver 205
boolisArtilleryVehicleChecks if the vehicle has any seat to be considered artillery 190
boolisBrakingChecks if the vehicle is braking 170
boolisDestroyedCheck if vehicle is fully destroyed 207
boolisDriverAliveChecks if there's a driver and is alive 199
boolisEmptyCheck if vehicle is empty (No units are left inside) 237
boolisFullCheck if vehicle seats are all occupied 205
boolisLockedCheck whenever a vehicle can be entered or leaved 177
boolisMineCheck whenever I have network authority over a vehicle 339
voidkickEveryoneOutForce everyone to leave the vehicle 207
voidkickUnitsForce specific units to leave the vehicle 213
voidremoveItemFromCargoRemove an item from the cargo of the vehicle 195
voidrepairSet vehicle to fully repaired. Notice: This works only on vehicles that are not fully destroyed 284
boolresetCallbackUnassign a callback by it's Id on a specific Vehicle 318
voidresetCallbacksUnassign all callbacks on a specific Vehicle 306
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. 238
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Vehicle 304