Table

An Array-like structure that can index any kind of Type. A Table can be indexed not only with numbers, but also with strings or any other value of the language, except nil.
See more on official Lua documentation: https://www.lua.org/pil/2.5.html




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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. 214
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 186
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 202
voidallowDoMedicWhen this function is enabled, if a soldier has medic equipments in his inventory he will proceed to heal nearby units 174
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 195
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 180
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 191
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 205
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 188
voidallowOpenWindowsWhen enabled, AI will open windows that blocks it's vision, for example when in cover behind a window 211
voidallowRadioOrdersWhen enabled and if radioman, AI will communicate radio orders requested by squad leader 175
voidenableAiBehaviourThis function enables or disbales all AI functionalities toghether, including: allowChangePose, allowCheckForEnemies, allowFindCoverWhenSuppressed, allowLeaveVehicle, allowMovements, allowOpenWindows, allowOrders and allowRadioOrders 225
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 91
voidfollowCustomDirectCommandsDisable various AI behaviors in order to prepare the soldier to follow direct commands, such as soldier.moveTo() 219
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() 194
stringgetNameReturn the name of the vehicle 176
voidsetTargetPlanesOftenEnable this feature to force the AI to target planes, if closer than any other spotted enemy 221
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 189
floatdistanceThe distance between 2 Vector3 points in meters 172
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 185
voidprintDisplay a message on the screen 338
floatroundRound a number to a specific quantity to decimal points 277
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 196
SoldierspawnHumanSpawn a new human without specific loadout or rank. Faction Ids can be acquired in the Script Settings menu -> Id tables section 182
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. 244
SoldierspawnSoldierSpawn an AI soldier. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 181
SoldierspawnSoldierOnVehicleSpawn an AI soldier on a vehicle. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 179
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 193
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 184
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 397
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 289
VehiclespawnVehicleSpawn a vehicle. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 175
VehiclespawnVehicle_camoSpawn a vehicle with a specified camo. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 295
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 196
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 179
voidwaitForAnyPause the execution of the script until any of the given conditions are met. 187
voidwaitUntilPause the execution of the script until one or multiple conditions are met. 236
er2

General utility and helper functions.

ReturnFunction NameDescriptionVote
voidaddInvadersTicketsAdds tickets to the current invaders faction. 176
vec3cameraPositionGet the world position of the camera 187
voidclearAllRunOnJoinClear all buffered requests to run a script locally for joining users 133
integercountAliveDefendersGet the count of all the currently alive defenders 197
integercountAliveInFactionGet the count of all the currently alive units on a specific faction 209
integercountAliveInvadersGet the count of all the currently alive invaders 252
integercountDeceasedDefendersCount how many defenders are deceased during the mission 181
integercountDeceasedInvadersCount how many invaders are deceased during the mission 197
integercountLostVehiclesDefendersCount how many defenders have been captured during the mission 183
integercountLostVehiclesInvadersCount how many invaders have been captured during the mission 114
integercountPrisonersDefendersCount how many vehicles have been lost by the defenders during the mission 157
integercountPrisonersInvadersCount how many vehicles have been lost by the invaders during the mission 181
voidendPrecipitationStops the rain or the snow from falling in the map To synchronize the weather changes to other clients you can use synchWeather. 180
voidexplosionGenerates an explosion 317
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 181
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 224
voidgetAllObjectivesGet all Mission Objectives in the current phase. 216
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. 174
voidgetAllVehiclesGet all vehicles around the map 178
stringgetBattleNameReturns the current battle's name 205
NumbergetCurrentPhaseIdGet the Id of the current phases. 171
stringgetDefendersFactionGet the Id for the defenders faction 185
floatgetDistanceFromTerrainReturns the distance between the given position and the terrain. 195
stringgetInvadersFactionGet the Id for the invaders faction 190
integergetInvadersTicketReturns the number of tickets left by the invaders 163
stringgetMapNameReturns the name of the map of the current battle 196
stringgetMyNicknameGet nickname of the local user 277
ObjectivegetNearestObjectiveGet the nearest Mission Objective to a specific location 136
SquadgetNearestSoldierGet nearest soldier to a specific location 186
VehiclegetNearestVehicleGet nearest vehicle from a specific location 170
stringgetNicknameGet nickname of an online player 158
SoldiergetPlayerFind a reference to the Soldier controlled by the player 189
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. 229
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. 174
integergetSettingMaxPlayersDefendersGet the max allowed amount of Human Players on the defenders faction. Works only during multiplayer matches 198
integergetSettingMaxPlayersInvadersGet the max allowed amount of Human Players on the invaders faction. Works only during multiplayer matches 186
floatgetSettingTicketsMultiplierGet the tickets multipler set during match creation 272
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. 186
floatgetTerrainHeightReturns the terrain height from sea level of the given x and z coordinates. 204
voidgetVehiclesInAreaGet all vehicles within a specific area 168
boolisAlliedCheck if a given faction Id is part of Allies faction 161
boolisAxisCheck if a given faction Id is part of Axis faction 190
AiParamsisCivilianCheck if a given faction Id is part of Civilians faction 189
boolisInsideMainTerrainBoundsChecks if the given position is inside the terrain bounds 248
boolisMasterClientCheck if current user is master client for online match. In an offline mission, the user is always the master client 262
boolisOnlineCheck if current mission is being played on an online match 294
boolisSameFactionCheck if two faction Ids are part of the same faction (Allies or Axis) 271
SquadmakeSquadCreate a new empty squad. You can add soldiers to this squad in order to make them react to squad orders 183
boolnextPhaseForce mission to skip to next phase 216
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. 132
voidplayClipPlay a global Audio Clip (.wav) 184
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. 198
voidplayClipOnRadioPlay a global Audio Clip with a radio distortion effect (.wav) 194
voidplayClipOnRadio3DPlay a 3D Audio Clip, coming from a specific location and with a maximum hear distance with a radio distortion effect (.wav) 187
voidplayMusicPlays a music track globally. 199
boolpreviousPhaseForce mission to skip to previous phase 217
floatraycastCasts a ray from an origin toward a direction. Used to test collisions and objects presence. The test is done trough a Unity Raycast. 174
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 311
boolresetCallbackUnassign a callback by it's Id. 205
voidresetCallbacksUnassign all global callbacks 203
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 160
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 260
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 197
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 221
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. 295
boolsetPhaseChanges the current phase to the one of index order 230
voidsetRainingActivates the rain on the map. To synchronize the weather changes to other clients you can use synchWeather. 273
voidsetSnowingActivates the snow on the map. To synchronize the weather changes to other clients you can use synchWeather. 203
voidsetTaskTextDefendersSet task text for defenders 102
voidsetTaskTextInvadersSet task text for invaders 113
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 208
voidsetTimeOfDaySets the current time of day of the mission. NOTE: This function is CPU heavy 265
voidsetVictoryDefendersConcludes the mission declaring defenders as winners 316
voidsetVictoryInvadersConcludes the mission declaring invaders as winners 177
voidshowObjectiveDisplay a new objective text 214
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. 142
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 199
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 201
booltriggerCallbackForce the triggering of a callback set trough setCallback 246
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 237
anymyplayergetGet the value of a stored global variable by my player. 170
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. 154
anyplayergetGet the value of a stored global variable by a specific player. 224
voidsetSet a global variable that can be referenced from any script and by any player in the room 288
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 187
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 289
vec3getPositionGet the world position of the Mission Objective 286
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 180
floatgetRadiusGet the area radius of the Mission Objective 274
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. 178
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. 182
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 183
boolisInsideCheck whenever a vec3() position is inside a specific Mission Objective, specifically within it's radius from it's center position 184
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 177
voidremoveRemove this objective from the current Mission Phase. Just like setting properties, only the master client can call do this operation 201
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 196
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 190
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. 228
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 188
voidsetPositionUpdate the world position of a Scripted Mission Objective 196
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 215
voidsetRadiusUpdate the area radius of a Scripted Mission Task 141
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 195
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. 178
Soldier

Functions related to player actions and properties.

ReturnFunction NameDescriptionVote
booladdAmmoAdds an ammo box to the soldier's invetory 205
booladdMagazineAdds a magazine to the soldier's invetory. 209
booladdNewItemAdds an item to the soldier's inventory 221
voidalertForPuts the soldier in an alert state for a defined time 183
voidapplyBleedingApplies bleed status to the soldier 175
voidboardVehicleOrder the soldier to approach and borar onto the specified vehicle if available. 218
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. 170
voidcarryBodyForce the soldier to carry a another incapacitated soldier 226
voiddamageSoldierApply damage to a soldier 169
voiddecreaseStaminaDecreases soldier's stamina 269
voiddisableHitByVehicleForDisable receiving damage from impacts with vehicles for some time 257
booldoingMeleeCheck if the soldier is doing a melee attack 163
voidexecuteOrdersRoutineExecutes the routine to process squad orders for the soldier. 152
voidfindCoverFinds a cover position near a specified position within a given radius. 192
boolforceTargetForce a Soldier to target a specific Soldier or Vehicle. 214
AiParamsgetAiParamsAccess AI parameters management 205
SoldiergetCarriedBodyGet a reference to the incapacitated soldier carried by this unit 264
stringgetClassNameReturns the soldier's class name 204
VehiclegetCurrentVehicleReturns the current vehicle the soldier is in 200
floatgetDistanceFromGroundGet the distance between the soldier and the ground below 173
vec3getFacePositionGet the world position of soldier's face 190
stringgetFactionGets the soldier's faction ID 240
vec3getFireDirectionReturn a vector representing the direction where the gun held by the soldier is pointed to 190
stringgetHeadgearIdReturns the current wearing headgear Id 193
floatgetHealthGet the soldier's health 169
vec3getMoveDirectionReturns the moving direction of the soldier 182
stringgetNameReturns the soldier's full name 274
SoldiergetNearestInjuredGet the nearest wounded soldier around the current one 174
VehiclegetNearestVehicleToRepairReturns the nearest vehicle that requires repair from the current soldier 173
voidgetOffVehicleKicks the soldier from the current vehicle 185
stringgetOwnerIdGet Id of the online player controlling this soldier (Including AIs being controlled by his machine). 206
vec3getPositionGet world position of the soldier 284
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 172
floatgetSuppressionValueChecks the suppression value of the soldier from the enemy fire. 170
stringgetUniformIdGet the Id of the uniform worn by the soldier 165
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. 193
VehiclegetVehicleSoldierIsExitingFromGet the vehicle the current soldier is exiting from 181
vec3getVelocityReturns the current soldier's velocity 187
stringgetVestIdGet the Id of the vest worn by the soldier 221
boolhasHeadgearCheck if the the soldier is wearing an headgear 232
boolhasRadioCheck if a soldier is wearing a radio 290
boolhasVestCheck if a soldier is wearing a vest 152
voidhealSoldierHeals soldier of a certain amount 175
voidincapacitateForce incapacitate a soldier 213
boolisAIChecks if the current soldier is controlled by the AI 268
boolisAimingChecks if the current soldier is aiming the gun 218
boolisAlertedCheck if the soldier has spotted an enemy recently and is moving carefully 245
boolisAliveChecks if the current soldier is alive 206
boolisAlliedCheck if current soldier is part of Allies faction 310
boolisAmmoBoxCarrierCheck if soldier is carrying an ammo box 219
boolisATSoldierReturns true if the current soldier is an Anti-Tank unit 204
boolisAxisCheck if current soldier is part of Axis faction 285
boolisBleedingCheck if the soldier is bleeding 224
boolisCarriedReturns true if the current soldier is getting carried 254
boolisCarryingBodyCheck if the current soldier is carrying an incapacitated soldier 227
boolisChargingReturns true if the current soldier is charging 223
AiParamsisCivilianCheck if current soldier is part of Civilians faction 264
boolisCrawlingReturns true if the current soldier is crawling 212
boolisDeadCheck if a soldier is dead 206
boolisEnteringVehicleReturns true if the current soldier has started the entering vehicle animation 204
boolisExitingVehicleReturns true if the current soldier has started the exiting vehicle animation 234
boolisFallingFromParachuteChecks if the current soldier is falling with a parachute 204
boolisFlameThrowerCarrierCheck if a soldier is a flamethrower carrier 167
boolisFromChargingFactionCheck if the soldier can execute a charge order 175
boolisGroundedReturns true if the soldier is on the ground 376
boolisIncapacitatedCheck if a soldier is incapacitated 172
boolisInsideVehicleCheck if the soldier is inside a vehicle 176
boolisJumpingReturns true if the current soldier is jumping 180
boolisMarksmanReturns true if the current soldier is a Marksman 129
boolisMechanicReturns true if the current soldier is a mechanic 226
boolisMedicReturns true if the current soldier is a medic 186
boolisMineCheck whenever I have network authority over a soldier 246
boolisMovingReturns true if the current soldier is moving 180
boolisOnCoverCheck if a soldier is taking cover 210
boolisOnFireReturns true if the current soldier is on fire 194
boolisOnWaterCheck if a soldier is walking inside water 213
boolisOutOfStaminaReturns true if the current soldier is out of stamina 157
boolisPlayerCheck if the soldier is a player 181
boolisPlayerFPSReturns true if the current soldier is a player and in first person 182
boolisRadiomanCheck if the current soldier is a Radioman 214
boolisReachingVehicleToMountCheck if a soldier is on his way to mount inside a vehicle 191
boolisReloadingReturns true if the current soldier is reloading a weapon 232
boolisRunningReturns true if the current soldier is running 234
boolisSameFactionCheck if another soldier is in the same faction of this soldier 204
boolisSquadLeaderReturns true if the current soldier is the Squad Leader 181
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 171
boolisStealthReturns true if the soldier is moving stealthly 178
boolisSuppressedChecks if the soldier is being suppressed 114
boolisSurrenderingCheck if the soldier is surrendering 214
boolisTalkingReturns true if the current soldier is talking 178
boolisThrowingReturns true if the current soldier is throwing something 187
boolisTowardWallReturns true if the current soldier is facing a wall 198
boolisUsingVehicleTurretCheck if soldier is operating a turret 173
voidjumpMakes the soldier jump. Notice: the jump movement is based on the current soldier velocity and direction. 179
voidkillSoldierKills the soldier 193
voidleaveVehicleCommands the soldier to eject from the current vehicle. 202
voidmoveToMoves the soldier to a specified position using CoverPosition with a new DestinationWithoutCover based on the given position and current pose. 188
SoldiermyselfCan be called within a SoldierBrain script to acquire the soldier controlled by the script 328
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 178
voidremoveBleedingRemoves bleeding effect from soldier 196
boolremoveItemRemove one or multiple items from a soldier invenotory 173
boolresetCallbackUnassign a callback by it's Id on a specific Soldier 289
voidresetCallbacksUnassign all callbacks on a specific Soldier 298
voidresetPoseAllow the soldier to automatically choose it's pose, canceling setPose command 252
voidsayMakes the soldier say a line based on the VoiceClip Enum 282
voidsayClipPlay a 3D Audio Clip, coming from soldier mouth and with soldier speaking animation (.wav) 315
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 211
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. 282
voidsetInVehicleTeleport the soldier inside the specified vehicle. 196
voidsetNotAlertedForce concludes the alert state of the soldier 191
voidsetOnFireSets the current soldier on fire. Notice: The fire does not damage the soldier. 284
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 279
voidsetPoseSets the soldier's pose based on the given integer. The soldier will strictly follow the assigned pose until resetPose is called 219
voidstopStops the soldier by resetting the cover position to the current position. 187
voidstopIncapacitateStops a soldier from being incapacitated 333
voidstopSurrenderingCancel soldier surrendering action 186
voidsurrenderForce surrender the current soldier 322
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Soldier 286
Squad

Class to handle a Squad controlling multiple Soldiers.

ReturnFunction NameDescriptionVote
booladdSoldierAdd a Soldier to a squad 251
voidalertEnemiesAlert all enemies of the presence of the squad for some time 241
voidattackFromPointOrders the squad to attack from the specified waypoint within the given radius. 205
voidboardVehicleOrders the squad to board the specified vehicle. 179
voidcancelRadioRequestCancels any active radio request by the squad. 175
voidchargeOrders the squad to charge towards the specified position within the given radius. 270
voidcoverAreaOrders the squad to cover an area defined by a center position and radius. 175
voidfireAtWillOrders the squad to fire at will, canceling the stealth "hold fire" order, optionally playing an order animation. 210
voidfollowLeaderOrders the squad to follow their leader, optionally playing an order animation. 188
voidgetAllMembersGet all soldiers inside the squad 192
SoldiergetLeaderGet reference to the Squad Leader 260
SoldiergetMechanicGet reference to the Squad Mechanic 322
SoldiergetMedicGet reference to the Squad Medic 283
vec3getObjectivePositionReturns the position of the squad's current objective, or the leader's position if none is set. 160
floatgetObjectiveRadiusReturns the radius of the squad's current objective area, or a default value if none exists. 171
SoldiergetRadiomanGet reference to the Squad Radioman 302
boolhasAliveMembersReturns whether the squad has any alive members. 173
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 196
boolhasObjectiveReturns whether the squad has an assigned objective. 227
voidholdFireOrders the squad to hold fire and move stealthy, optionally playing an order animation. 191
boolisPlayerInSquadCheck if Player is inside a squad 272
voidleaveVehicleOrders the squad to leave the specified vehicle. The force flag determines whether the leave order is forced. 170
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 199
boolremoveSoldierRemove a Soldier from a Squad (Soldier will be put on a new Squad) 308
voidrepairVehicleOrders the squad to repair the specified vehicle. 242
voidsetClosestObjectiveOrders the squad to set their objective to the closest available one. 221
voidsetRandomObjectiveOrders the squad to set a random objective. 267
Vehicle

Functions to handle vehicle spawning and behavior.

ReturnFunction NameDescriptionVote
voidaddNewItemToCargoAdd a new item to the cargo of the vehicle 267
boolcanBeRepairedChecks if the vehicle can be repaired 158
anycanRecieveDamageChecks if the vehicle can recieve any form of damage. 217
boolcanRefillAmmoChecks if is possible to refill ammo for the vehicle 243
boolcanShootInDirectionChecks if someone on the vehicle can shoot in that direction 180
boolcargoContainsItemCheck if vehicle inventory contains a specific item 190
integercountEmptySeatsCounts the empty seats in the vehicle 165
integercountItemsCount how many items with a specific Id are found inside the inventory of the vehicle 149
anycountPeopleInsideCounts all the people inside the vehicle 168
voiddamageApply damage to the hull of a vehicle 282
voiddamageEngineDamage vehicle engine (if any) 190
voiddamageFuelTankDamage vehicle fuel tank (if any) 231
voiddamageTracksDamage vehicle tracks and/or wheels (if any) 164
voiddestroyDisable the vehicle forever 276
voiddropInfantryKicks all the soldier seated in the passenger seats 191
voidemptyAllTurretsEmpties the magazines of all the turrets in the vehicle 225
floatgetDamageCheck life amount of a vehicle (hull integrity) 231
SoldiergetDriverGet reference to the Soldier driving the vehicle 189
floatgetEngineDamageCheck life amount of a vehicle engine (engine integrity) 209
stringgetFactionGet faction Id of the vehicle 287
floatgetFueltankDamageCheck life amount of vehicle fuel tank 127
SoldiergetGunnerGet reference to a soldier controlling a turret of the vehicle 174
SoldiergetLeaderGet reference of the soldier in the commanding seat of the vehicle 181
SoldiergetPassengersGet all passengers of the vehicle 179
vec3getPosition_vehicleGet the world position of the vehicle 358
floatgetTracksDamageCheck life amount of vehicle tracks/wheels 172
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. 273
boolhasDriverChecks if the vehicle has a driver 190
boolisArtilleryVehicleChecks if the vehicle has any seat to be considered artillery 174
boolisBrakingChecks if the vehicle is braking 155
boolisDestroyedCheck if vehicle is fully destroyed 189
boolisDriverAliveChecks if there's a driver and is alive 182
boolisEmptyCheck if vehicle is empty (No units are left inside) 224
boolisFullCheck if vehicle seats are all occupied 190
boolisLockedCheck whenever a vehicle can be entered or leaved 158
boolisMineCheck whenever I have network authority over a vehicle 323
voidkickEveryoneOutForce everyone to leave the vehicle 198
voidkickUnitsForce specific units to leave the vehicle 203
voidremoveItemFromCargoRemove an item from the cargo of the vehicle 182
voidrepairSet vehicle to fully repaired. Notice: This works only on vehicles that are not fully destroyed 274
boolresetCallbackUnassign a callback by it's Id on a specific Vehicle 304
voidresetCallbacksUnassign all callbacks on a specific Vehicle 292
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. 223
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Vehicle 293