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. 290
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 233
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 249
voidallowDoMedicWhen this function is enabled, if a soldier has medic equipments in his inventory he will proceed to heal nearby units 203
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 237
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 220
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 215
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 241
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 222
voidallowOpenWindowsWhen enabled, AI will open windows that blocks it's vision, for example when in cover behind a window 236
voidallowRadioOrdersWhen enabled and if radioman, AI will communicate radio orders requested by squad leader 211
voidenableAiBehaviourThis function enables or disbales all AI functionalities toghether, including: allowChangePose, allowCheckForEnemies, allowFindCoverWhenSuppressed, allowLeaveVehicle, allowMovements, allowOpenWindows, allowOrders and allowRadioOrders 267
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 134
voidfollowCustomDirectCommandsDisable various AI behaviors in order to prepare the soldier to follow direct commands, such as soldier.moveTo() 262
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() 227
stringgetNameReturn the name of the vehicle 202
voidsetTargetPlanesOftenEnable this feature to force the AI to target planes, if closer than any other spotted enemy 251
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 233
floatdistanceThe distance between 2 Vector3 points in meters 198
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 210
voidprintDisplay a message on the screen 380
floatroundRound a number to a specific quantity to decimal points 315
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 248
SoldierspawnHumanSpawn a new human without specific loadout or rank. Faction Ids can be acquired in the Script Settings menu -> Id tables section 209
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. 281
SoldierspawnSoldierSpawn an AI soldier. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 231
SoldierspawnSoldierOnVehicleSpawn an AI soldier on a vehicle. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 218
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 228
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 222
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 435
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 325
VehiclespawnVehicleSpawn a vehicle. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 215
VehiclespawnVehicle_camoSpawn a vehicle with a specified camo. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 329
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 259
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 214
voidwaitForAnyPause the execution of the script until any of the given conditions are met. 231
voidwaitUntilPause the execution of the script until one or multiple conditions are met. 280
er2

General utility and helper functions.

ReturnFunction NameDescriptionVote
voidaddInvadersTicketsAdds tickets to the current invaders faction. 204
vec3cameraPositionGet the world position of the camera 222
voidclearAllRunOnJoinClear all buffered requests to run a script locally for joining users 168
integercountAliveDefendersGet the count of all the currently alive defenders 229
integercountAliveInFactionGet the count of all the currently alive units on a specific faction 246
integercountAliveInvadersGet the count of all the currently alive invaders 286
integercountDeceasedDefendersCount how many defenders are deceased during the mission 223
integercountDeceasedInvadersCount how many invaders are deceased during the mission 229
integercountLostVehiclesDefendersCount how many defenders have been captured during the mission 217
integercountLostVehiclesInvadersCount how many invaders have been captured during the mission 136
integercountPrisonersDefendersCount how many vehicles have been lost by the defenders during the mission 199
integercountPrisonersInvadersCount how many vehicles have been lost by the invaders during the mission 211
voidendPrecipitationStops the rain or the snow from falling in the map To synchronize the weather changes to other clients you can use synchWeather. 214
voidexplosionGenerates an explosion 351
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 223
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 262
voidgetAllObjectivesGet all Mission Objectives in the current phase. 246
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. 205
voidgetAllVehiclesGet all vehicles around the map 205
stringgetBattleNameReturns the current battle's name 245
NumbergetCurrentPhaseIdGet the Id of the current phases. 211
stringgetDefendersFactionGet the Id for the defenders faction 217
floatgetDistanceFromTerrainReturns the distance between the given position and the terrain. 230
stringgetInvadersFactionGet the Id for the invaders faction 219
integergetInvadersTicketReturns the number of tickets left by the invaders 195
stringgetMapNameReturns the name of the map of the current battle 232
stringgetMyNicknameGet nickname of the local user 312
ObjectivegetNearestObjectiveGet the nearest Mission Objective to a specific location 166
SquadgetNearestSoldierGet nearest soldier to a specific location 219
VehiclegetNearestVehicleGet nearest vehicle from a specific location 204
stringgetNicknameGet nickname of an online player 184
SoldiergetPlayerFind a reference to the Soldier controlled by the player 216
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. 282
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. 219
integergetSettingMaxPlayersDefendersGet the max allowed amount of Human Players on the defenders faction. Works only during multiplayer matches 233
integergetSettingMaxPlayersInvadersGet the max allowed amount of Human Players on the invaders faction. Works only during multiplayer matches 234
floatgetSettingTicketsMultiplierGet the tickets multipler set during match creation 303
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. 218
floatgetTerrainHeightReturns the terrain height from sea level of the given x and z coordinates. 228
voidgetVehiclesInAreaGet all vehicles within a specific area 204
boolisAlliedCheck if a given faction Id is part of Allies faction 206
boolisAxisCheck if a given faction Id is part of Axis faction 219
AiParamsisCivilianCheck if a given faction Id is part of Civilians faction 231
boolisInsideMainTerrainBoundsChecks if the given position is inside the terrain bounds 276
boolisMasterClientCheck if current user is master client for online match. In an offline mission, the user is always the master client 295
boolisOnlineCheck if current mission is being played on an online match 326
boolisSameFactionCheck if two faction Ids are part of the same faction (Allies or Axis) 331
SquadmakeSquadCreate a new empty squad. You can add soldiers to this squad in order to make them react to squad orders 213
boolnextPhaseForce mission to skip to next phase 256
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. 181
voidplayClipPlay a global Audio Clip (.wav) 237
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. 237
voidplayClipOnRadioPlay a global Audio Clip with a radio distortion effect (.wav) 224
voidplayClipOnRadio3DPlay a 3D Audio Clip, coming from a specific location and with a maximum hear distance with a radio distortion effect (.wav) 228
voidplayMusicPlays a music track globally. 246
boolpreviousPhaseForce mission to skip to previous phase 258
floatraycastCasts a ray from an origin toward a direction. Used to test collisions and objects presence. The test is done trough a Unity Raycast. 219
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 335
boolresetCallbackUnassign a callback by it's Id. 272
voidresetCallbacksUnassign all global callbacks 258
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 242
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 307
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 229
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 257
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. 330
boolsetPhaseChanges the current phase to the one of index order 283
voidsetRainingActivates the rain on the map. To synchronize the weather changes to other clients you can use synchWeather. 315
voidsetSnowingActivates the snow on the map. To synchronize the weather changes to other clients you can use synchWeather. 255
voidsetTaskTextDefendersSet task text for defenders 135
voidsetTaskTextInvadersSet task text for invaders 154
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 264
voidsetTimeOfDaySets the current time of day of the mission. NOTE: This function is CPU heavy 311
voidsetVictoryDefendersConcludes the mission declaring defenders as winners 462
voidsetVictoryInvadersConcludes the mission declaring invaders as winners 207
voidshowObjectiveDisplay a new objective text 238
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. 184
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 224
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 233
booltriggerCallbackForce the triggering of a callback set trough setCallback 293
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 271
anymyplayergetGet the value of a stored global variable by my player. 210
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. 183
anyplayergetGet the value of a stored global variable by a specific player. 255
voidsetSet a global variable that can be referenced from any script and by any player in the room 320
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 215
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 345
vec3getPositionGet the world position of the Mission Objective 340
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 228
floatgetRadiusGet the area radius of the Mission Objective 307
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. 206
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. 230
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 210
boolisInsideCheck whenever a vec3() position is inside a specific Mission Objective, specifically within it's radius from it's center position 218
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 209
voidremoveRemove this objective from the current Mission Phase. Just like setting properties, only the master client can call do this operation 240
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 226
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 218
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. 265
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 222
voidsetPositionUpdate the world position of a Scripted Mission Objective 225
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 248
voidsetRadiusUpdate the area radius of a Scripted Mission Task 172
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 231
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. 213
Soldier

Functions related to player actions and properties.

ReturnFunction NameDescriptionVote
booladdAmmoAdds an ammo box to the soldier's invetory 242
booladdMagazineAdds a magazine to the soldier's invetory. 253
booladdNewItemAdds an item to the soldier's inventory 260
voidalertForPuts the soldier in an alert state for a defined time 223
voidapplyBleedingApplies bleed status to the soldier 209
voidboardVehicleOrder the soldier to approach and borar onto the specified vehicle if available. 245
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. 199
voidcarryBodyForce the soldier to carry a another incapacitated soldier 273
voiddamageSoldierApply damage to a soldier 193
voiddecreaseStaminaDecreases soldier's stamina 296
voiddisableHitByVehicleForDisable receiving damage from impacts with vehicles for some time 290
booldoingMeleeCheck if the soldier is doing a melee attack 207
voidexecuteOrdersRoutineExecutes the routine to process squad orders for the soldier. 189
voidfindCoverFinds a cover position near a specified position within a given radius. 230
boolforceTargetForce a Soldier to target a specific Soldier or Vehicle. 255
AiParamsgetAiParamsAccess AI parameters management 249
SoldiergetCarriedBodyGet a reference to the incapacitated soldier carried by this unit 309
stringgetClassNameReturns the soldier's class name 247
VehiclegetCurrentVehicleReturns the current vehicle the soldier is in 228
floatgetDistanceFromGroundGet the distance between the soldier and the ground below 205
vec3getFacePositionGet the world position of soldier's face 222
stringgetFactionGets the soldier's faction ID 282
vec3getFireDirectionReturn a vector representing the direction where the gun held by the soldier is pointed to 225
stringgetHeadgearIdReturns the current wearing headgear Id 219
floatgetHealthGet the soldier's health 198
vec3getMoveDirectionReturns the moving direction of the soldier 213
stringgetNameReturns the soldier's full name 318
SoldiergetNearestInjuredGet the nearest wounded soldier around the current one 204
VehiclegetNearestVehicleToRepairReturns the nearest vehicle that requires repair from the current soldier 210
voidgetOffVehicleKicks the soldier from the current vehicle 220
stringgetOwnerIdGet Id of the online player controlling this soldier (Including AIs being controlled by his machine). 238
vec3getPositionGet world position of the soldier 327
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 227
floatgetSuppressionValueChecks the suppression value of the soldier from the enemy fire. 195
stringgetUniformIdGet the Id of the uniform worn by the soldier 193
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. 220
VehiclegetVehicleSoldierIsExitingFromGet the vehicle the current soldier is exiting from 205
vec3getVelocityReturns the current soldier's velocity 215
stringgetVestIdGet the Id of the vest worn by the soldier 322
boolhasHeadgearCheck if the the soldier is wearing an headgear 273
boolhasRadioCheck if a soldier is wearing a radio 316
boolhasVestCheck if a soldier is wearing a vest 190
voidhealSoldierHeals soldier of a certain amount 207
voidincapacitateForce incapacitate a soldier 255
boolisAIChecks if the current soldier is controlled by the AI 298
boolisAimingChecks if the current soldier is aiming the gun 268
boolisAlertedCheck if the soldier has spotted an enemy recently and is moving carefully 283
boolisAliveChecks if the current soldier is alive 254
boolisAlliedCheck if current soldier is part of Allies faction 352
boolisAmmoBoxCarrierCheck if soldier is carrying an ammo box 266
boolisATSoldierReturns true if the current soldier is an Anti-Tank unit 259
boolisAxisCheck if current soldier is part of Axis faction 328
boolisBleedingCheck if the soldier is bleeding 256
boolisCarriedReturns true if the current soldier is getting carried 287
boolisCarryingBodyCheck if the current soldier is carrying an incapacitated soldier 260
boolisChargingReturns true if the current soldier is charging 264
AiParamsisCivilianCheck if current soldier is part of Civilians faction 300
boolisCrawlingReturns true if the current soldier is crawling 251
boolisDeadCheck if a soldier is dead 252
boolisEnteringVehicleReturns true if the current soldier has started the entering vehicle animation 245
boolisExitingVehicleReturns true if the current soldier has started the exiting vehicle animation 267
boolisFallingFromParachuteChecks if the current soldier is falling with a parachute 232
boolisFlameThrowerCarrierCheck if a soldier is a flamethrower carrier 193
boolisFromChargingFactionCheck if the soldier can execute a charge order 203
boolisGroundedReturns true if the soldier is on the ground 410
boolisIncapacitatedCheck if a soldier is incapacitated 207
boolisInsideVehicleCheck if the soldier is inside a vehicle 207
boolisJumpingReturns true if the current soldier is jumping 207
boolisMarksmanReturns true if the current soldier is a Marksman 164
boolisMechanicReturns true if the current soldier is a mechanic 271
boolisMedicReturns true if the current soldier is a medic 229
boolisMineCheck whenever I have network authority over a soldier 280
boolisMovingReturns true if the current soldier is moving 219
boolisOnCoverCheck if a soldier is taking cover 254
boolisOnFireReturns true if the current soldier is on fire 224
boolisOnWaterCheck if a soldier is walking inside water 247
boolisOutOfStaminaReturns true if the current soldier is out of stamina 190
boolisPlayerCheck if the soldier is a player 224
boolisPlayerFPSReturns true if the current soldier is a player and in first person 214
boolisRadiomanCheck if the current soldier is a Radioman 266
boolisReachingVehicleToMountCheck if a soldier is on his way to mount inside a vehicle 235
boolisReloadingReturns true if the current soldier is reloading a weapon 268
boolisRunningReturns true if the current soldier is running 296
boolisSameFactionCheck if another soldier is in the same faction of this soldier 232
boolisSquadLeaderReturns true if the current soldier is the Squad Leader 214
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 213
boolisStealthReturns true if the soldier is moving stealthly 212
boolisSuppressedChecks if the soldier is being suppressed 142
boolisSurrenderingCheck if the soldier is surrendering 252
boolisTalkingReturns true if the current soldier is talking 235
boolisThrowingReturns true if the current soldier is throwing something 226
boolisTowardWallReturns true if the current soldier is facing a wall 230
boolisUsingVehicleTurretCheck if soldier is operating a turret 201
voidjumpMakes the soldier jump. Notice: the jump movement is based on the current soldier velocity and direction. 223
voidkillSoldierKills the soldier 244
voidleaveVehicleCommands the soldier to eject from the current vehicle. 227
voidmoveToMoves the soldier to a specified position using CoverPosition with a new DestinationWithoutCover based on the given position and current pose. 219
SoldiermyselfCan be called within a SoldierBrain script to acquire the soldier controlled by the script 366
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 225
voidremoveBleedingRemoves bleeding effect from soldier 235
boolremoveItemRemove one or multiple items from a soldier invenotory 198
boolresetCallbackUnassign a callback by it's Id on a specific Soldier 330
voidresetCallbacksUnassign all callbacks on a specific Soldier 340
voidresetPoseAllow the soldier to automatically choose it's pose, canceling setPose command 285
voidsayMakes the soldier say a line based on the VoiceClip Enum 316
voidsayClipPlay a 3D Audio Clip, coming from soldier mouth and with soldier speaking animation (.wav) 370
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 244
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. 326
voidsetInVehicleTeleport the soldier inside the specified vehicle. 247
voidsetNotAlertedForce concludes the alert state of the soldier 219
voidsetOnFireSets the current soldier on fire. Notice: The fire does not damage the soldier. 339
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 319
voidsetPoseSets the soldier's pose based on the given integer. The soldier will strictly follow the assigned pose until resetPose is called 259
voidstopStops the soldier by resetting the cover position to the current position. 218
voidstopIncapacitateStops a soldier from being incapacitated 383
voidstopSurrenderingCancel soldier surrendering action 243
voidsurrenderForce surrender the current soldier 362
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Soldier 333
Squad

Class to handle a Squad controlling multiple Soldiers.

ReturnFunction NameDescriptionVote
booladdSoldierAdd a Soldier to a squad 300
voidalertEnemiesAlert all enemies of the presence of the squad for some time 267
voidattackFromPointOrders the squad to attack from the specified waypoint within the given radius. 240
voidboardVehicleOrders the squad to board the specified vehicle. 223
voidcancelRadioRequestCancels any active radio request by the squad. 204
voidchargeOrders the squad to charge towards the specified position within the given radius. 309
voidcoverAreaOrders the squad to cover an area defined by a center position and radius. 194
voidfireAtWillOrders the squad to fire at will, canceling the stealth "hold fire" order, optionally playing an order animation. 260
voidfollowLeaderOrders the squad to follow their leader, optionally playing an order animation. 216
voidgetAllMembersGet all soldiers inside the squad 222
SoldiergetLeaderGet reference to the Squad Leader 272
SoldiergetMechanicGet reference to the Squad Mechanic 369
SoldiergetMedicGet reference to the Squad Medic 326
vec3getObjectivePositionReturns the position of the squad's current objective, or the leader's position if none is set. 190
floatgetObjectiveRadiusReturns the radius of the squad's current objective area, or a default value if none exists. 211
SoldiergetRadiomanGet reference to the Squad Radioman 336
boolhasAliveMembersReturns whether the squad has any alive members. 214
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 236
boolhasObjectiveReturns whether the squad has an assigned objective. 274
voidholdFireOrders the squad to hold fire and move stealthy, optionally playing an order animation. 220
boolisPlayerInSquadCheck if Player is inside a squad 294
voidleaveVehicleOrders the squad to leave the specified vehicle. The force flag determines whether the leave order is forced. 206
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 248
boolremoveSoldierRemove a Soldier from a Squad (Soldier will be put on a new Squad) 350
voidrepairVehicleOrders the squad to repair the specified vehicle. 277
voidsetClosestObjectiveOrders the squad to set their objective to the closest available one. 260
voidsetRandomObjectiveOrders the squad to set a random objective. 297
Vehicle

Functions to handle vehicle spawning and behavior.

ReturnFunction NameDescriptionVote
voidaddNewItemToCargoAdd a new item to the cargo of the vehicle 304
boolcanBeRepairedChecks if the vehicle can be repaired 198
anycanRecieveDamageChecks if the vehicle can recieve any form of damage. 263
boolcanRefillAmmoChecks if is possible to refill ammo for the vehicle 284
boolcanShootInDirectionChecks if someone on the vehicle can shoot in that direction 213
boolcargoContainsItemCheck if vehicle inventory contains a specific item 220
integercountEmptySeatsCounts the empty seats in the vehicle 205
integercountItemsCount how many items with a specific Id are found inside the inventory of the vehicle 178
anycountPeopleInsideCounts all the people inside the vehicle 217
voiddamageApply damage to the hull of a vehicle 308
voiddamageEngineDamage vehicle engine (if any) 229
voiddamageFuelTankDamage vehicle fuel tank (if any) 268
voiddamageTracksDamage vehicle tracks and/or wheels (if any) 193
voiddestroyDisable the vehicle forever 324
voiddropInfantryKicks all the soldier seated in the passenger seats 228
voidemptyAllTurretsEmpties the magazines of all the turrets in the vehicle 257
floatgetDamageCheck life amount of a vehicle (hull integrity) 266
SoldiergetDriverGet reference to the Soldier driving the vehicle 233
floatgetEngineDamageCheck life amount of a vehicle engine (engine integrity) 234
stringgetFactionGet faction Id of the vehicle 317
floatgetFueltankDamageCheck life amount of vehicle fuel tank 164
SoldiergetGunnerGet reference to a soldier controlling a turret of the vehicle 219
SoldiergetLeaderGet reference of the soldier in the commanding seat of the vehicle 227
SoldiergetPassengersGet all passengers of the vehicle 225
vec3getPosition_vehicleGet the world position of the vehicle 395
floatgetTracksDamageCheck life amount of vehicle tracks/wheels 209
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. 306
boolhasDriverChecks if the vehicle has a driver 223
boolisArtilleryVehicleChecks if the vehicle has any seat to be considered artillery 206
boolisBrakingChecks if the vehicle is braking 184
boolisDestroyedCheck if vehicle is fully destroyed 227
boolisDriverAliveChecks if there's a driver and is alive 226
boolisEmptyCheck if vehicle is empty (No units are left inside) 259
boolisFullCheck if vehicle seats are all occupied 221
boolisLockedCheck whenever a vehicle can be entered or leaved 193
boolisMineCheck whenever I have network authority over a vehicle 361
voidkickEveryoneOutForce everyone to leave the vehicle 245
voidkickUnitsForce specific units to leave the vehicle 241
voidremoveItemFromCargoRemove an item from the cargo of the vehicle 223
voidrepairSet vehicle to fully repaired. Notice: This works only on vehicles that are not fully destroyed 312
boolresetCallbackUnassign a callback by it's Id on a specific Vehicle 337
voidresetCallbacksUnassign all callbacks on a specific Vehicle 317
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. 267
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Vehicle 333