function

A function that can be executed and which value might be returned. Mostly used to check conditions being true or false after some time




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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. 157
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 120
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 136
voidallowDoMedicWhen this function is enabled, if a soldier has medic equipments in his inventory he will proceed to heal nearby units 105
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 124
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 111
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 109
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 111
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 109
voidallowOpenWindowsWhen enabled, AI will open windows that blocks it's vision, for example when in cover behind a window 113
voidallowRadioOrdersWhen enabled and if radioman, AI will communicate radio orders requested by squad leader 114
voidenableAiBehaviourThis function enables or disbales all AI functionalities toghether, including: allowChangePose, allowCheckForEnemies, allowFindCoverWhenSuppressed, allowLeaveVehicle, allowMovements, allowOpenWindows, allowOrders and allowRadioOrders 132
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 27
voidfollowCustomDirectCommandsDisable various AI behaviors in order to prepare the soldier to follow direct commands, such as soldier.moveTo() 111
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() 114
stringgetNameReturn the name of the vehicle 110
voidsetTargetPlanesOftenEnable this feature to force the AI to target planes, if closer than any other spotted enemy 107
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 129
floatdistanceThe distance between 2 Vector3 points in meters 109
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 122
voidprintDisplay a message on the screen 157
floatroundRound a number to a specific quantity to decimal points 116
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 133
SoldierspawnHumanSpawn a new human without specific loadout or rank. Faction Ids can be acquired in the Script Settings menu -> Id tables section 119
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. 176
SoldierspawnSoldierSpawn an AI soldier. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 107
SoldierspawnSoldierOnVehicleSpawn an AI soldier on a vehicle. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 113
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 114
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 121
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 223
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 119
VehiclespawnVehicleSpawn a vehicle. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 112
VehiclespawnVehicle_camoSpawn a vehicle with a specified camo. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 105
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 115
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 119
voidwaitForAnyPause the execution of the script until any of the given conditions are met. 120
voidwaitUntilPause the execution of the script until one or multiple conditions are met. 109
er2

General utility and helper functions.

ReturnFunction NameDescriptionVote
voidaddInvadersTicketsAdds tickets to the current invaders faction. 124
vec3cameraPositionGet the world position of the camera 117
voidclearAllRunOnJoinClear all buffered requests to run a script locally for joining users 67
integercountAliveDefendersGet the count of all the currently alive defenders 119
integercountAliveInFactionGet the count of all the currently alive units on a specific faction 105
integercountAliveInvadersGet the count of all the currently alive invaders 111
integercountDeceasedDefendersCount how many defenders are deceased during the mission 102
integercountDeceasedInvadersCount how many invaders are deceased during the mission 130
integercountLostVehiclesDefendersCount how many defenders have been captured during the mission 117
integercountLostVehiclesInvadersCount how many invaders have been captured during the mission 56
integercountPrisonersDefendersCount how many vehicles have been lost by the defenders during the mission 94
integercountPrisonersInvadersCount how many vehicles have been lost by the invaders during the mission 105
voidendPrecipitationStops the rain or the snow from falling in the map To synchronize the weather changes to other clients you can use synchWeather. 117
voidexplosionGenerates an explosion 117
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 115
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 155
voidgetAllObjectivesGet all Mission Objectives in the current phase. 148
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. 115
voidgetAllVehiclesGet all vehicles around the map 112
stringgetBattleNameReturns the current battle's name 125
NumbergetCurrentPhaseIdGet the Id of the current phases. 105
stringgetDefendersFactionGet the Id for the defenders faction 132
floatgetDistanceFromTerrainReturns the distance between the given position and the terrain. 126
stringgetInvadersFactionGet the Id for the invaders faction 122
integergetInvadersTicketReturns the number of tickets left by the invaders 108
stringgetMapNameReturns the name of the map of the current battle 119
stringgetMyNicknameGet nickname of the local user 102
ObjectivegetNearestObjectiveGet the nearest Mission Objective to a specific location 66
SquadgetNearestSoldierGet nearest soldier to a specific location 110
VehiclegetNearestVehicleGet nearest vehicle from a specific location 105
stringgetNicknameGet nickname of an online player 110
SoldiergetPlayerFind a reference to the Soldier controlled by the player 117
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. 134
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. 116
integergetSettingMaxPlayersDefendersGet the max allowed amount of Human Players on the defenders faction. Works only during multiplayer matches 127
integergetSettingMaxPlayersInvadersGet the max allowed amount of Human Players on the invaders faction. Works only during multiplayer matches 128
floatgetSettingTicketsMultiplierGet the tickets multipler set during match creation 119
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. 123
floatgetTerrainHeightReturns the terrain height from sea level of the given x and z coordinates. 109
voidgetVehiclesInAreaGet all vehicles within a specific area 107
boolisAlliedCheck if a given faction Id is part of Allies faction 115
boolisAxisCheck if a given faction Id is part of Axis faction 116
AiParamsisCivilianCheck if a given faction Id is part of Civilians faction 127
boolisInsideMainTerrainBoundsChecks if the given position is inside the terrain bounds 169
boolisMasterClientCheck if current user is master client for online match. In an offline mission, the user is always the master client 126
boolisOnlineCheck if current mission is being played on an online match 121
boolisSameFactionCheck if two faction Ids are part of the same faction (Allies or Axis) 103
SquadmakeSquadCreate a new empty squad. You can add soldiers to this squad in order to make them react to squad orders 109
boolnextPhaseForce mission to skip to next phase 153
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. 61
voidplayClipPlay a global Audio Clip (.wav) 114
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. 123
voidplayClipOnRadioPlay a global Audio Clip with a radio distortion effect (.wav) 134
voidplayClipOnRadio3DPlay a 3D Audio Clip, coming from a specific location and with a maximum hear distance with a radio distortion effect (.wav) 121
voidplayMusicPlays a music track globally. 136
boolpreviousPhaseForce mission to skip to previous phase 116
floatraycastCasts a ray from an origin toward a direction. Used to test collisions and objects presence. The test is done trough a Unity Raycast. 88
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 124
boolresetCallbackUnassign a callback by it's Id. 141
voidresetCallbacksUnassign all global callbacks 127
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 77
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 125
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 124
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 148
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. 120
boolsetPhaseChanges the current phase to the one of index order 159
voidsetRainingActivates the rain on the map. To synchronize the weather changes to other clients you can use synchWeather. 173
voidsetSnowingActivates the snow on the map. To synchronize the weather changes to other clients you can use synchWeather. 127
voidsetTaskTextDefendersSet task text for defenders 38
voidsetTaskTextInvadersSet task text for invaders 42
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 136
voidsetTimeOfDaySets the current time of day of the mission. NOTE: This function is CPU heavy 141
voidsetVictoryDefendersConcludes the mission declaring defenders as winners 165
voidsetVictoryInvadersConcludes the mission declaring invaders as winners 100
voidshowObjectiveDisplay a new objective text 129
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. 69
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 129
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 125
booltriggerCallbackForce the triggering of a callback set trough setCallback 182
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 154
anymyplayergetGet the value of a stored global variable by my player. 115
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. 80
anyplayergetGet the value of a stored global variable by a specific player. 150
voidsetSet a global variable that can be referenced from any script and by any player in the room 104
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 117
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 114
vec3getPositionGet the world position of the Mission Objective 110
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 107
floatgetRadiusGet the area radius of the Mission Objective 115
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. 29
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. 125
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 120
boolisInsideCheck whenever a vec3() position is inside a specific Mission Objective, specifically within it's radius from it's center position 116
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 120
voidremoveRemove this objective from the current Mission Phase. Just like setting properties, only the master client can call do this operation 118
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 113
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 122
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. 134
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 123
voidsetPositionUpdate the world position of a Scripted Mission Objective 122
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 127
voidsetRadiusUpdate the area radius of a Scripted Mission Task 73
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 130
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. 59
Soldier

Functions related to player actions and properties.

ReturnFunction NameDescriptionVote
booladdAmmoAdds an ammo box to the soldier's invetory 128
booladdMagazineAdds a magazine to the soldier's invetory. 108
booladdNewItemAdds an item to the soldier's inventory 133
voidalertForPuts the soldier in an alert state for a defined time 119
voidapplyBleedingApplies bleed status to the soldier 112
voidboardVehicleOrder the soldier to approach and borar onto the specified vehicle if available. 123
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. 107
voidcarryBodyForce the soldier to carry a another incapacitated soldier 135
voiddamageSoldierApply damage to a soldier 106
voiddecreaseStaminaDecreases soldier's stamina 99
voiddisableHitByVehicleForDisable receiving damage from impacts with vehicles for some time 192
booldoingMeleeCheck if the soldier is doing a melee attack 109
voidexecuteOrdersRoutineExecutes the routine to process squad orders for the soldier. 72
voidfindCoverFinds a cover position near a specified position within a given radius. 99
boolforceTargetForce a Soldier to target a specific Soldier or Vehicle. 129
AiParamsgetAiParamsAccess AI parameters management 119
SoldiergetCarriedBodyGet a reference to the incapacitated soldier carried by this unit 187
stringgetClassNameReturns the soldier's class name 118
VehiclegetCurrentVehicleReturns the current vehicle the soldier is in 120
floatgetDistanceFromGroundGet the distance between the soldier and the ground below 103
vec3getFacePositionGet the world position of soldier's face 112
stringgetFactionGets the soldier's faction ID 139
vec3getFireDirectionReturn a vector representing the direction where the gun held by the soldier is pointed to 128
stringgetHeadgearIdReturns the current wearing headgear Id 107
floatgetHealthGet the soldier's health 102
vec3getMoveDirectionReturns the moving direction of the soldier 116
stringgetNameReturns the soldier's full name 107
SoldiergetNearestInjuredGet the nearest wounded soldier around the current one 108
VehiclegetNearestVehicleToRepairReturns the nearest vehicle that requires repair from the current soldier 97
voidgetOffVehicleKicks the soldier from the current vehicle 109
stringgetOwnerIdGet Id of the online player controlling this soldier (Including AIs being controlled by his machine). 115
vec3getPositionGet world position of the soldier 221
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 111
floatgetSuppressionValueChecks the suppression value of the soldier from the enemy fire. 103
stringgetUniformIdGet the Id of the uniform worn by the soldier 118
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. 112
VehiclegetVehicleSoldierIsExitingFromGet the vehicle the current soldier is exiting from 118
vec3getVelocityReturns the current soldier's velocity 115
stringgetVestIdGet the Id of the vest worn by the soldier 120
boolhasHeadgearCheck if the the soldier is wearing an headgear 123
boolhasRadioCheck if a soldier is wearing a radio 140
boolhasVestCheck if a soldier is wearing a vest 80
voidhealSoldierHeals soldier of a certain amount 117
voidincapacitateForce incapacitate a soldier 129
boolisAIChecks if the current soldier is controlled by the AI 143
boolisAimingChecks if the current soldier is aiming the gun 160
boolisAlertedCheck if the soldier has spotted an enemy recently and is moving carefully 168
boolisAliveChecks if the current soldier is alive 121
boolisAlliedCheck if current soldier is part of Allies faction 136
boolisAmmoBoxCarrierCheck if soldier is carrying an ammo box 106
boolisATSoldierReturns true if the current soldier is an Anti-Tank unit 116
boolisAxisCheck if current soldier is part of Axis faction 99
boolisBleedingCheck if the soldier is bleeding 126
boolisCarriedReturns true if the current soldier is getting carried 105
boolisCarryingBodyCheck if the current soldier is carrying an incapacitated soldier 120
boolisChargingReturns true if the current soldier is charging 123
AiParamsisCivilianCheck if current soldier is part of Civilians faction 112
boolisCrawlingReturns true if the current soldier is crawling 142
boolisDeadCheck if a soldier is dead 113
boolisEnteringVehicleReturns true if the current soldier has started the entering vehicle animation 125
boolisExitingVehicleReturns true if the current soldier has started the exiting vehicle animation 110
boolisFallingFromParachuteChecks if the current soldier is falling with a parachute 65
boolisFlameThrowerCarrierCheck if a soldier is a flamethrower carrier 114
boolisFromChargingFactionCheck if the soldier can execute a charge order 104
boolisGroundedReturns true if the soldier is on the ground 132
boolisIncapacitatedCheck if a soldier is incapacitated 118
boolisInsideVehicleCheck if the soldier is inside a vehicle 122
boolisJumpingReturns true if the current soldier is jumping 104
boolisMarksmanReturns true if the current soldier is a Marksman 67
boolisMechanicReturns true if the current soldier is a mechanic 152
boolisMedicReturns true if the current soldier is a medic 116
boolisMineCheck whenever I have network authority over a soldier 127
boolisMovingReturns true if the current soldier is moving 121
boolisOnCoverCheck if a soldier is taking cover 139
boolisOnFireReturns true if the current soldier is on fire 110
boolisOnWaterCheck if a soldier is walking inside water 137
boolisOutOfStaminaReturns true if the current soldier is out of stamina 96
boolisPlayerCheck if the soldier is a player 122
boolisPlayerFPSReturns true if the current soldier is a player and in first person 112
boolisRadiomanCheck if the current soldier is a Radioman 124
boolisReachingVehicleToMountCheck if a soldier is on his way to mount inside a vehicle 111
boolisReloadingReturns true if the current soldier is reloading a weapon 141
boolisRunningReturns true if the current soldier is running 145
boolisSameFactionCheck if another soldier is in the same faction of this soldier 116
boolisSquadLeaderReturns true if the current soldier is the Squad Leader 122
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 110
boolisStealthReturns true if the soldier is moving stealthly 109
boolisSuppressedChecks if the soldier is being suppressed 68
boolisSurrenderingCheck if the soldier is surrendering 143
boolisTalkingReturns true if the current soldier is talking 116
boolisThrowingReturns true if the current soldier is throwing something 128
boolisTowardWallReturns true if the current soldier is facing a wall 106
boolisUsingVehicleTurretCheck if soldier is operating a turret 105
voidjumpMakes the soldier jump. Notice: the jump movement is based on the current soldier velocity and direction. 111
voidkillSoldierKills the soldier 137
voidleaveVehicleCommands the soldier to eject from the current vehicle. 128
voidmoveToMoves the soldier to a specified position using CoverPosition with a new DestinationWithoutCover based on the given position and current pose. 113
SoldiermyselfCan be called within a SoldierBrain script to acquire the soldier controlled by the script 133
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 117
voidremoveBleedingRemoves bleeding effect from soldier 118
boolremoveItemRemove one or multiple items from a soldier invenotory 106
boolresetCallbackUnassign a callback by it's Id on a specific Soldier 113
voidresetCallbacksUnassign all callbacks on a specific Soldier 117
voidresetPoseAllow the soldier to automatically choose it's pose, canceling setPose command 134
voidsayMakes the soldier say a line based on the VoiceClip Enum 123
voidsayClipPlay a 3D Audio Clip, coming from soldier mouth and with soldier speaking animation (.wav) 156
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 116
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. 104
voidsetInVehicleTeleport the soldier inside the specified vehicle. 117
voidsetNotAlertedForce concludes the alert state of the soldier 108
voidsetOnFireSets the current soldier on fire. Notice: The fire does not damage the soldier. 212
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 113
voidsetPoseSets the soldier's pose based on the given integer. The soldier will strictly follow the assigned pose until resetPose is called 156
voidstopStops the soldier by resetting the cover position to the current position. 115
voidstopIncapacitateStops a soldier from being incapacitated 229
voidstopSurrenderingCancel soldier surrendering action 110
voidsurrenderForce surrender the current soldier 151
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Soldier 117
Squad

Class to handle a Squad controlling multiple Soldiers.

ReturnFunction NameDescriptionVote
booladdSoldierAdd a Soldier to a squad 111
voidalertEnemiesAlert all enemies of the presence of the squad for some time 65
voidattackFromPointOrders the squad to attack from the specified waypoint within the given radius. 146
voidboardVehicleOrders the squad to board the specified vehicle. 108
voidcancelRadioRequestCancels any active radio request by the squad. 107
voidchargeOrders the squad to charge towards the specified position within the given radius. 112
voidcoverAreaOrders the squad to cover an area defined by a center position and radius. 102
voidfireAtWillOrders the squad to fire at will, canceling the stealth "hold fire" order, optionally playing an order animation. 134
voidfollowLeaderOrders the squad to follow their leader, optionally playing an order animation. 121
voidgetAllMembersGet all soldiers inside the squad 124
SoldiergetLeaderGet reference to the Squad Leader 109
SoldiergetMechanicGet reference to the Squad Mechanic 120
SoldiergetMedicGet reference to the Squad Medic 111
vec3getObjectivePositionReturns the position of the squad's current objective, or the leader's position if none is set. 104
floatgetObjectiveRadiusReturns the radius of the squad's current objective area, or a default value if none exists. 103
SoldiergetRadiomanGet reference to the Squad Radioman 116
boolhasAliveMembersReturns whether the squad has any alive members. 110
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 111
boolhasObjectiveReturns whether the squad has an assigned objective. 155
voidholdFireOrders the squad to hold fire and move stealthy, optionally playing an order animation. 118
boolisPlayerInSquadCheck if Player is inside a squad 125
voidleaveVehicleOrders the squad to leave the specified vehicle. The force flag determines whether the leave order is forced. 104
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 128
boolremoveSoldierRemove a Soldier from a Squad (Soldier will be put on a new Squad) 153
voidrepairVehicleOrders the squad to repair the specified vehicle. 174
voidsetClosestObjectiveOrders the squad to set their objective to the closest available one. 147
voidsetRandomObjectiveOrders the squad to set a random objective. 117
Vehicle

Functions to handle vehicle spawning and behavior.

ReturnFunction NameDescriptionVote
voidaddNewItemToCargoAdd a new item to the cargo of the vehicle 132
boolcanBeRepairedChecks if the vehicle can be repaired 109
anycanRecieveDamageChecks if the vehicle can recieve any form of damage. 105
boolcanRefillAmmoChecks if is possible to refill ammo for the vehicle 109
boolcanShootInDirectionChecks if someone on the vehicle can shoot in that direction 121
boolcargoContainsItemCheck if vehicle inventory contains a specific item 117
integercountEmptySeatsCounts the empty seats in the vehicle 107
integercountItemsCount how many items with a specific Id are found inside the inventory of the vehicle 89
anycountPeopleInsideCounts all the people inside the vehicle 113
voiddamageApply damage to the hull of a vehicle 60
voiddamageEngineDamage vehicle engine (if any) 117
voiddamageFuelTankDamage vehicle fuel tank (if any) 103
voiddamageTracksDamage vehicle tracks and/or wheels (if any) 113
voiddestroyDisable the vehicle forever 70
voiddropInfantryKicks all the soldier seated in the passenger seats 113
voidemptyAllTurretsEmpties the magazines of all the turrets in the vehicle 110
floatgetDamageCheck life amount of a vehicle (hull integrity) 122
SoldiergetDriverGet reference to the Soldier driving the vehicle 130
floatgetEngineDamageCheck life amount of a vehicle engine (engine integrity) 115
stringgetFactionGet faction Id of the vehicle 132
floatgetFueltankDamageCheck life amount of vehicle fuel tank 70
SoldiergetGunnerGet reference to a soldier controlling a turret of the vehicle 110
SoldiergetLeaderGet reference of the soldier in the commanding seat of the vehicle 117
SoldiergetPassengersGet all passengers of the vehicle 121
vec3getPosition_vehicleGet the world position of the vehicle 153
floatgetTracksDamageCheck life amount of vehicle tracks/wheels 121
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. 113
boolhasDriverChecks if the vehicle has a driver 139
boolisArtilleryVehicleChecks if the vehicle has any seat to be considered artillery 114
boolisBrakingChecks if the vehicle is braking 105
boolisDestroyedCheck if vehicle is fully destroyed 113
boolisDriverAliveChecks if there's a driver and is alive 113
boolisEmptyCheck if vehicle is empty (No units are left inside) 137
boolisFullCheck if vehicle seats are all occupied 124
boolisLockedCheck whenever a vehicle can be entered or leaved 100
boolisMineCheck whenever I have network authority over a vehicle 155
voidkickEveryoneOutForce everyone to leave the vehicle 109
voidkickUnitsForce specific units to leave the vehicle 140
voidremoveItemFromCargoRemove an item from the cargo of the vehicle 116
voidrepairSet vehicle to fully repaired. Notice: This works only on vehicles that are not fully destroyed 191
boolresetCallbackUnassign a callback by it's Id on a specific Vehicle 119
voidresetCallbacksUnassign all callbacks on a specific Vehicle 59
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. 70
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Vehicle 123