any

Any kind of variable type is accepted.




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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. 198
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 164
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 186
voidallowDoMedicWhen this function is enabled, if a soldier has medic equipments in his inventory he will proceed to heal nearby units 155
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 176
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 166
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 171
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 190
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 158
voidallowOpenWindowsWhen enabled, AI will open windows that blocks it's vision, for example when in cover behind a window 188
voidallowRadioOrdersWhen enabled and if radioman, AI will communicate radio orders requested by squad leader 158
voidenableAiBehaviourThis function enables or disbales all AI functionalities toghether, including: allowChangePose, allowCheckForEnemies, allowFindCoverWhenSuppressed, allowLeaveVehicle, allowMovements, allowOpenWindows, allowOrders and allowRadioOrders 193
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 67
voidfollowCustomDirectCommandsDisable various AI behaviors in order to prepare the soldier to follow direct commands, such as soldier.moveTo() 196
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() 175
stringgetNameReturn the name of the vehicle 155
voidsetTargetPlanesOftenEnable this feature to force the AI to target planes, if closer than any other spotted enemy 205
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 175
floatdistanceThe distance between 2 Vector3 points in meters 153
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 171
voidprintDisplay a message on the screen 315
floatroundRound a number to a specific quantity to decimal points 262
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 179
SoldierspawnHumanSpawn a new human without specific loadout or rank. Faction Ids can be acquired in the Script Settings menu -> Id tables section 161
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. 232
SoldierspawnSoldierSpawn an AI soldier. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 163
SoldierspawnSoldierOnVehicleSpawn an AI soldier on a vehicle. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 164
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 177
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 168
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 391
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 270
VehiclespawnVehicleSpawn a vehicle. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 157
VehiclespawnVehicle_camoSpawn a vehicle with a specified camo. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 276
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 177
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 163
voidwaitForAnyPause the execution of the script until any of the given conditions are met. 172
voidwaitUntilPause the execution of the script until one or multiple conditions are met. 165
er2

General utility and helper functions.

ReturnFunction NameDescriptionVote
voidaddInvadersTicketsAdds tickets to the current invaders faction. 160
vec3cameraPositionGet the world position of the camera 174
voidclearAllRunOnJoinClear all buffered requests to run a script locally for joining users 111
integercountAliveDefendersGet the count of all the currently alive defenders 189
integercountAliveInFactionGet the count of all the currently alive units on a specific faction 188
integercountAliveInvadersGet the count of all the currently alive invaders 184
integercountDeceasedDefendersCount how many defenders are deceased during the mission 147
integercountDeceasedInvadersCount how many invaders are deceased during the mission 174
integercountLostVehiclesDefendersCount how many defenders have been captured during the mission 168
integercountLostVehiclesInvadersCount how many invaders have been captured during the mission 97
integercountPrisonersDefendersCount how many vehicles have been lost by the defenders during the mission 143
integercountPrisonersInvadersCount how many vehicles have been lost by the invaders during the mission 162
voidendPrecipitationStops the rain or the snow from falling in the map To synchronize the weather changes to other clients you can use synchWeather. 167
voidexplosionGenerates an explosion 287
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 156
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 205
voidgetAllObjectivesGet all Mission Objectives in the current phase. 199
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. 160
voidgetAllVehiclesGet all vehicles around the map 165
stringgetBattleNameReturns the current battle's name 183
NumbergetCurrentPhaseIdGet the Id of the current phases. 151
stringgetDefendersFactionGet the Id for the defenders faction 175
floatgetDistanceFromTerrainReturns the distance between the given position and the terrain. 172
stringgetInvadersFactionGet the Id for the invaders faction 167
integergetInvadersTicketReturns the number of tickets left by the invaders 152
stringgetMapNameReturns the name of the map of the current battle 173
stringgetMyNicknameGet nickname of the local user 265
ObjectivegetNearestObjectiveGet the nearest Mission Objective to a specific location 119
SquadgetNearestSoldierGet nearest soldier to a specific location 168
VehiclegetNearestVehicleGet nearest vehicle from a specific location 144
stringgetNicknameGet nickname of an online player 145
SoldiergetPlayerFind a reference to the Soldier controlled by the player 170
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. 211
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. 154
integergetSettingMaxPlayersDefendersGet the max allowed amount of Human Players on the defenders faction. Works only during multiplayer matches 179
integergetSettingMaxPlayersInvadersGet the max allowed amount of Human Players on the invaders faction. Works only during multiplayer matches 166
floatgetSettingTicketsMultiplierGet the tickets multipler set during match creation 252
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. 168
floatgetTerrainHeightReturns the terrain height from sea level of the given x and z coordinates. 157
voidgetVehiclesInAreaGet all vehicles within a specific area 149
boolisAlliedCheck if a given faction Id is part of Allies faction 142
boolisAxisCheck if a given faction Id is part of Axis faction 172
AiParamsisCivilianCheck if a given faction Id is part of Civilians faction 178
boolisInsideMainTerrainBoundsChecks if the given position is inside the terrain bounds 212
boolisMasterClientCheck if current user is master client for online match. In an offline mission, the user is always the master client 254
boolisOnlineCheck if current mission is being played on an online match 279
boolisSameFactionCheck if two faction Ids are part of the same faction (Allies or Axis) 252
SquadmakeSquadCreate a new empty squad. You can add soldiers to this squad in order to make them react to squad orders 165
boolnextPhaseForce mission to skip to next phase 201
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. 110
voidplayClipPlay a global Audio Clip (.wav) 159
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. 175
voidplayClipOnRadioPlay a global Audio Clip with a radio distortion effect (.wav) 184
voidplayClipOnRadio3DPlay a 3D Audio Clip, coming from a specific location and with a maximum hear distance with a radio distortion effect (.wav) 173
voidplayMusicPlays a music track globally. 184
boolpreviousPhaseForce mission to skip to previous phase 197
floatraycastCasts a ray from an origin toward a direction. Used to test collisions and objects presence. The test is done trough a Unity Raycast. 160
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 298
boolresetCallbackUnassign a callback by it's Id. 190
voidresetCallbacksUnassign all global callbacks 176
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 129
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 243
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 173
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 205
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. 267
boolsetPhaseChanges the current phase to the one of index order 220
voidsetRainingActivates the rain on the map. To synchronize the weather changes to other clients you can use synchWeather. 260
voidsetSnowingActivates the snow on the map. To synchronize the weather changes to other clients you can use synchWeather. 173
voidsetTaskTextDefendersSet task text for defenders 87
voidsetTaskTextInvadersSet task text for invaders 98
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 195
voidsetTimeOfDaySets the current time of day of the mission. NOTE: This function is CPU heavy 195
voidsetVictoryDefendersConcludes the mission declaring defenders as winners 303
voidsetVictoryInvadersConcludes the mission declaring invaders as winners 157
voidshowObjectiveDisplay a new objective text 200
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. 124
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 181
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 170
booltriggerCallbackForce the triggering of a callback set trough setCallback 225
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 202
anymyplayergetGet the value of a stored global variable by my player. 160
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. 126
anyplayergetGet the value of a stored global variable by a specific player. 198
voidsetSet a global variable that can be referenced from any script and by any player in the room 269
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 167
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 267
vec3getPositionGet the world position of the Mission Objective 269
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 169
floatgetRadiusGet the area radius of the Mission Objective 260
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. 165
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. 167
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 166
boolisInsideCheck whenever a vec3() position is inside a specific Mission Objective, specifically within it's radius from it's center position 163
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 162
voidremoveRemove this objective from the current Mission Phase. Just like setting properties, only the master client can call do this operation 160
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 176
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 177
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. 202
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 173
voidsetPositionUpdate the world position of a Scripted Mission Objective 168
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 196
voidsetRadiusUpdate the area radius of a Scripted Mission Task 123
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 182
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. 120
Soldier

Functions related to player actions and properties.

ReturnFunction NameDescriptionVote
booladdAmmoAdds an ammo box to the soldier's invetory 179
booladdMagazineAdds a magazine to the soldier's invetory. 155
booladdNewItemAdds an item to the soldier's inventory 204
voidalertForPuts the soldier in an alert state for a defined time 166
voidapplyBleedingApplies bleed status to the soldier 160
voidboardVehicleOrder the soldier to approach and borar onto the specified vehicle if available. 195
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. 160
voidcarryBodyForce the soldier to carry a another incapacitated soldier 211
voiddamageSoldierApply damage to a soldier 153
voiddecreaseStaminaDecreases soldier's stamina 256
voiddisableHitByVehicleForDisable receiving damage from impacts with vehicles for some time 241
booldoingMeleeCheck if the soldier is doing a melee attack 154
voidexecuteOrdersRoutineExecutes the routine to process squad orders for the soldier. 134
voidfindCoverFinds a cover position near a specified position within a given radius. 169
boolforceTargetForce a Soldier to target a specific Soldier or Vehicle. 194
AiParamsgetAiParamsAccess AI parameters management 184
SoldiergetCarriedBodyGet a reference to the incapacitated soldier carried by this unit 248
stringgetClassNameReturns the soldier's class name 183
VehiclegetCurrentVehicleReturns the current vehicle the soldier is in 167
floatgetDistanceFromGroundGet the distance between the soldier and the ground below 159
vec3getFacePositionGet the world position of soldier's face 177
stringgetFactionGets the soldier's faction ID 221
vec3getFireDirectionReturn a vector representing the direction where the gun held by the soldier is pointed to 173
stringgetHeadgearIdReturns the current wearing headgear Id 169
floatgetHealthGet the soldier's health 153
vec3getMoveDirectionReturns the moving direction of the soldier 164
stringgetNameReturns the soldier's full name 236
SoldiergetNearestInjuredGet the nearest wounded soldier around the current one 154
VehiclegetNearestVehicleToRepairReturns the nearest vehicle that requires repair from the current soldier 161
voidgetOffVehicleKicks the soldier from the current vehicle 149
stringgetOwnerIdGet Id of the online player controlling this soldier (Including AIs being controlled by his machine). 163
vec3getPositionGet world position of the soldier 257
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 155
floatgetSuppressionValueChecks the suppression value of the soldier from the enemy fire. 149
stringgetUniformIdGet the Id of the uniform worn by the soldier 154
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. 173
VehiclegetVehicleSoldierIsExitingFromGet the vehicle the current soldier is exiting from 162
vec3getVelocityReturns the current soldier's velocity 165
stringgetVestIdGet the Id of the vest worn by the soldier 176
boolhasHeadgearCheck if the the soldier is wearing an headgear 184
boolhasRadioCheck if a soldier is wearing a radio 279
boolhasVestCheck if a soldier is wearing a vest 136
voidhealSoldierHeals soldier of a certain amount 164
voidincapacitateForce incapacitate a soldier 193
boolisAIChecks if the current soldier is controlled by the AI 249
boolisAimingChecks if the current soldier is aiming the gun 202
boolisAlertedCheck if the soldier has spotted an enemy recently and is moving carefully 220
boolisAliveChecks if the current soldier is alive 185
boolisAlliedCheck if current soldier is part of Allies faction 296
boolisAmmoBoxCarrierCheck if soldier is carrying an ammo box 199
boolisATSoldierReturns true if the current soldier is an Anti-Tank unit 178
boolisAxisCheck if current soldier is part of Axis faction 254
boolisBleedingCheck if the soldier is bleeding 210
boolisCarriedReturns true if the current soldier is getting carried 243
boolisCarryingBodyCheck if the current soldier is carrying an incapacitated soldier 177
boolisChargingReturns true if the current soldier is charging 205
AiParamsisCivilianCheck if current soldier is part of Civilians faction 251
boolisCrawlingReturns true if the current soldier is crawling 194
boolisDeadCheck if a soldier is dead 195
boolisEnteringVehicleReturns true if the current soldier has started the entering vehicle animation 179
boolisExitingVehicleReturns true if the current soldier has started the exiting vehicle animation 224
boolisFallingFromParachuteChecks if the current soldier is falling with a parachute 187
boolisFlameThrowerCarrierCheck if a soldier is a flamethrower carrier 156
boolisFromChargingFactionCheck if the soldier can execute a charge order 153
boolisGroundedReturns true if the soldier is on the ground 362
boolisIncapacitatedCheck if a soldier is incapacitated 158
boolisInsideVehicleCheck if the soldier is inside a vehicle 163
boolisJumpingReturns true if the current soldier is jumping 169
boolisMarksmanReturns true if the current soldier is a Marksman 112
boolisMechanicReturns true if the current soldier is a mechanic 209
boolisMedicReturns true if the current soldier is a medic 175
boolisMineCheck whenever I have network authority over a soldier 191
boolisMovingReturns true if the current soldier is moving 165
boolisOnCoverCheck if a soldier is taking cover 201
boolisOnFireReturns true if the current soldier is on fire 176
boolisOnWaterCheck if a soldier is walking inside water 197
boolisOutOfStaminaReturns true if the current soldier is out of stamina 143
boolisPlayerCheck if the soldier is a player 167
boolisPlayerFPSReturns true if the current soldier is a player and in first person 164
boolisRadiomanCheck if the current soldier is a Radioman 166
boolisReachingVehicleToMountCheck if a soldier is on his way to mount inside a vehicle 179
boolisReloadingReturns true if the current soldier is reloading a weapon 199
boolisRunningReturns true if the current soldier is running 215
boolisSameFactionCheck if another soldier is in the same faction of this soldier 185
boolisSquadLeaderReturns true if the current soldier is the Squad Leader 172
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 160
boolisStealthReturns true if the soldier is moving stealthly 152
boolisSuppressedChecks if the soldier is being suppressed 106
boolisSurrenderingCheck if the soldier is surrendering 202
boolisTalkingReturns true if the current soldier is talking 165
boolisThrowingReturns true if the current soldier is throwing something 175
boolisTowardWallReturns true if the current soldier is facing a wall 170
boolisUsingVehicleTurretCheck if soldier is operating a turret 155
voidjumpMakes the soldier jump. Notice: the jump movement is based on the current soldier velocity and direction. 167
voidkillSoldierKills the soldier 179
voidleaveVehicleCommands the soldier to eject from the current vehicle. 181
voidmoveToMoves the soldier to a specified position using CoverPosition with a new DestinationWithoutCover based on the given position and current pose. 173
SoldiermyselfCan be called within a SoldierBrain script to acquire the soldier controlled by the script 290
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 163
voidremoveBleedingRemoves bleeding effect from soldier 178
boolremoveItemRemove one or multiple items from a soldier invenotory 162
boolresetCallbackUnassign a callback by it's Id on a specific Soldier 271
voidresetCallbacksUnassign all callbacks on a specific Soldier 273
voidresetPoseAllow the soldier to automatically choose it's pose, canceling setPose command 231
voidsayMakes the soldier say a line based on the VoiceClip Enum 267
voidsayClipPlay a 3D Audio Clip, coming from soldier mouth and with soldier speaking animation (.wav) 295
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 180
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. 259
voidsetInVehicleTeleport the soldier inside the specified vehicle. 179
voidsetNotAlertedForce concludes the alert state of the soldier 173
voidsetOnFireSets the current soldier on fire. Notice: The fire does not damage the soldier. 256
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 258
voidsetPoseSets the soldier's pose based on the given integer. The soldier will strictly follow the assigned pose until resetPose is called 202
voidstopStops the soldier by resetting the cover position to the current position. 178
voidstopIncapacitateStops a soldier from being incapacitated 315
voidstopSurrenderingCancel soldier surrendering action 174
voidsurrenderForce surrender the current soldier 305
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Soldier 272
Squad

Class to handle a Squad controlling multiple Soldiers.

ReturnFunction NameDescriptionVote
booladdSoldierAdd a Soldier to a squad 231
voidalertEnemiesAlert all enemies of the presence of the squad for some time 218
voidattackFromPointOrders the squad to attack from the specified waypoint within the given radius. 191
voidboardVehicleOrders the squad to board the specified vehicle. 159
voidcancelRadioRequestCancels any active radio request by the squad. 152
voidchargeOrders the squad to charge towards the specified position within the given radius. 250
voidcoverAreaOrders the squad to cover an area defined by a center position and radius. 156
voidfireAtWillOrders the squad to fire at will, canceling the stealth "hold fire" order, optionally playing an order animation. 190
voidfollowLeaderOrders the squad to follow their leader, optionally playing an order animation. 172
voidgetAllMembersGet all soldiers inside the squad 178
SoldiergetLeaderGet reference to the Squad Leader 248
SoldiergetMechanicGet reference to the Squad Mechanic 287
SoldiergetMedicGet reference to the Squad Medic 269
vec3getObjectivePositionReturns the position of the squad's current objective, or the leader's position if none is set. 147
floatgetObjectiveRadiusReturns the radius of the squad's current objective area, or a default value if none exists. 157
SoldiergetRadiomanGet reference to the Squad Radioman 281
boolhasAliveMembersReturns whether the squad has any alive members. 162
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 175
boolhasObjectiveReturns whether the squad has an assigned objective. 205
voidholdFireOrders the squad to hold fire and move stealthy, optionally playing an order animation. 167
boolisPlayerInSquadCheck if Player is inside a squad 255
voidleaveVehicleOrders the squad to leave the specified vehicle. The force flag determines whether the leave order is forced. 155
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 176
boolremoveSoldierRemove a Soldier from a Squad (Soldier will be put on a new Squad) 274
voidrepairVehicleOrders the squad to repair the specified vehicle. 226
voidsetClosestObjectiveOrders the squad to set their objective to the closest available one. 204
voidsetRandomObjectiveOrders the squad to set a random objective. 256
Vehicle

Functions to handle vehicle spawning and behavior.

ReturnFunction NameDescriptionVote
voidaddNewItemToCargoAdd a new item to the cargo of the vehicle 240
boolcanBeRepairedChecks if the vehicle can be repaired 148
anycanRecieveDamageChecks if the vehicle can recieve any form of damage. 206
boolcanRefillAmmoChecks if is possible to refill ammo for the vehicle 217
boolcanShootInDirectionChecks if someone on the vehicle can shoot in that direction 171
boolcargoContainsItemCheck if vehicle inventory contains a specific item 181
integercountEmptySeatsCounts the empty seats in the vehicle 152
integercountItemsCount how many items with a specific Id are found inside the inventory of the vehicle 133
anycountPeopleInsideCounts all the people inside the vehicle 162
voiddamageApply damage to the hull of a vehicle 255
voiddamageEngineDamage vehicle engine (if any) 179
voiddamageFuelTankDamage vehicle fuel tank (if any) 158
voiddamageTracksDamage vehicle tracks and/or wheels (if any) 149
voiddestroyDisable the vehicle forever 252
voiddropInfantryKicks all the soldier seated in the passenger seats 175
voidemptyAllTurretsEmpties the magazines of all the turrets in the vehicle 200
floatgetDamageCheck life amount of a vehicle (hull integrity) 188
SoldiergetDriverGet reference to the Soldier driving the vehicle 176
floatgetEngineDamageCheck life amount of a vehicle engine (engine integrity) 181
stringgetFactionGet faction Id of the vehicle 270
floatgetFueltankDamageCheck life amount of vehicle fuel tank 115
SoldiergetGunnerGet reference to a soldier controlling a turret of the vehicle 161
SoldiergetLeaderGet reference of the soldier in the commanding seat of the vehicle 164
SoldiergetPassengersGet all passengers of the vehicle 161
vec3getPosition_vehicleGet the world position of the vehicle 343
floatgetTracksDamageCheck life amount of vehicle tracks/wheels 161
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. 258
boolhasDriverChecks if the vehicle has a driver 177
boolisArtilleryVehicleChecks if the vehicle has any seat to be considered artillery 162
boolisBrakingChecks if the vehicle is braking 124
boolisDestroyedCheck if vehicle is fully destroyed 174
boolisDriverAliveChecks if there's a driver and is alive 164
boolisEmptyCheck if vehicle is empty (No units are left inside) 194
boolisFullCheck if vehicle seats are all occupied 167
boolisLockedCheck whenever a vehicle can be entered or leaved 146
boolisMineCheck whenever I have network authority over a vehicle 300
voidkickEveryoneOutForce everyone to leave the vehicle 177
voidkickUnitsForce specific units to leave the vehicle 187
voidremoveItemFromCargoRemove an item from the cargo of the vehicle 163
voidrepairSet vehicle to fully repaired. Notice: This works only on vehicles that are not fully destroyed 249
boolresetCallbackUnassign a callback by it's Id on a specific Vehicle 290
voidresetCallbacksUnassign all callbacks on a specific Vehicle 243
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. 205
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Vehicle 277