AiParams

Class that handles AI parameters management.




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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. 67
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 38
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 55
voidallowDoMedicWhen this function is enabled, if a soldier has medic equipments in his inventory he will proceed to heal nearby units 27
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 38
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 31
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 26
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 27
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 31
voidallowOpenWindowsWhen enabled, AI will open windows that blocks it's vision, for example when in cover behind a window 38
voidallowRadioOrdersWhen enabled and if radioman, AI will communicate radio orders requested by squad leader 33
voidenableAiBehaviourThis function enables or disbales all AI functionalities toghether, including: allowChangePose, allowCheckForEnemies, allowFindCoverWhenSuppressed, allowLeaveVehicle, allowMovements, allowOpenWindows, allowOrders and allowRadioOrders 45
voidfollowCustomDirectCommandsDisable various AI behaviors in order to prepare the soldier to follow direct commands, such as soldier.moveTo() 36
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() 33
stringgetNameReturn the name of the vehicle 36
voidsetTargetPlanesOftenEnable this feature to force the AI to target planes, if closer than any other spotted enemy 28
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 35
floatdistanceThe distance between 2 Vector3 points in meters 32
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 43
voidprintDisplay a message on the screen 64
floatroundRound a number to a specific quantity to decimal points 46
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 44
SoldierspawnHumanSpawn a new human without specific loadout or rank. Faction Ids can be acquired in the Script Settings menu -> Id tables section 42
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. 35
SoldierspawnSoldierSpawn an AI soldier. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 37
SoldierspawnSoldierOnVehicleSpawn an AI soldier on a vehicle. Faction Ids and loadout Ids can be acquired in the Script Settings menu -> Id tables section 30
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 33
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 45
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 60
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 41
VehiclespawnVehicleSpawn a vehicle. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 36
VehiclespawnVehicle_camoSpawn a vehicle with a specified camo. Vehicle Ids can be acquired in the Script Settings menu -> Id tables section 32
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 35
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 35
voidwaitForAnyPause the execution of the script until any of the given conditions are met. 34
voidwaitUntilPause the execution of the script until one or multiple conditions are met. 32
er2

General utility and helper functions.

ReturnFunction NameDescriptionVote
voidaddInvadersTicketsAdds tickets to the current invaders faction. 38
vec3cameraPositionGet the world position of the camera 33
voidclearAllRunOnJoinClear all buffered requests to run a script locally for joining users 25
integercountAliveDefendersGet the count of all the currently alive defenders 22
integercountAliveInFactionGet the count of all the currently alive units on a specific faction 29
integercountAliveInvadersGet the count of all the currently alive invaders 40
integercountDeceasedDefendersCount how many defenders are deceased during the mission 32
integercountDeceasedInvadersCount how many invaders are deceased during the mission 35
integercountLostVehiclesDefendersCount how many defenders have been captured during the mission 33
integercountLostVehiclesInvadersCount how many invaders have been captured during the mission 18
integercountPrisonersDefendersCount how many vehicles have been lost by the defenders during the mission 24
integercountPrisonersInvadersCount how many vehicles have been lost by the invaders during the mission 30
voidendPrecipitationStops the rain or the snow from falling in the map 28
voidexplosionGenerates an explosion 39
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 34
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 62
voidgetAllObjectivesGet all Mission Objectives in the current phase. 60
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. 35
voidgetAllVehiclesGet all vehicles around the map 33
stringgetBattleNameReturns the current battle's name 49
NumbergetCurrentPhaseIdGet the Id of the current phases. 37
stringgetDefendersFactionGet the Id for the defenders faction 38
floatgetDistanceFromTerrainReturns the distance between the given position and the terrain. 43
stringgetInvadersFactionGet the Id for the invaders faction 36
integergetInvadersTicketReturns the number of tickets left by the invaders 31
stringgetMapNameReturns the name of the map of the current battle 23
stringgetMyNicknameGet nickname of the local user 27
ObjectivegetNearestObjectiveGet the nearest Mission Objective to a specific location 20
SquadgetNearestSoldierGet nearest soldier to a specific location 23
VehiclegetNearestVehicleGet nearest vehicle from a specific location 33
stringgetNicknameGet nickname of an online player 30
SoldiergetPlayerFind a reference to the Soldier controlled by the player 42
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. 46
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. 34
integergetSettingMaxPlayersDefendersGet the max allowed amount of Human Players on the defenders faction. Works only during multiplayer matches 43
integergetSettingMaxPlayersInvadersGet the max allowed amount of Human Players on the invaders faction. Works only during multiplayer matches 38
floatgetSettingTicketsMultiplierGet the tickets multipler set during match creation 35
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. 34
floatgetTerrainHeightReturns the terrain height from sea level of the given x and z coordinates. 30
voidgetVehiclesInAreaGet all vehicles within a specific area 26
boolisAlliedCheck if a given faction Id is part of Allies faction 38
boolisAxisCheck if a given faction Id is part of Axis faction 36
AiParamsisCivilianCheck if a given faction Id is part of Civilians faction 35
boolisInsideMainTerrainBoundsChecks if the given position is inside the terrain bounds 32
boolisMasterClientCheck if current user is master client for online match. In an offline mission, the user is always the master client 50
boolisOnlineCheck if current mission is being played on an online match 43
boolisSameFactionCheck if two faction Ids are part of the same faction (Allies or Axis) 27
SquadmakeSquadCreate a new empty squad. You can add soldiers to this squad in order to make them react to squad orders 38
boolnextPhaseForce mission to skip to next phase 36
voidplayClipPlay a global Audio Clip (.wav) 35
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. 31
voidplayClipOnRadioPlay a global Audio Clip with a radio distortion effect (.wav) 32
voidplayClipOnRadio3DPlay a 3D Audio Clip, coming from a specific location and with a maximum hear distance with a radio distortion effect (.wav) 35
voidplayMusicPlays a music track globally. 42
boolpreviousPhaseForce mission to skip to previous phase 37
floatraycastCasts a ray from an origin toward a direction. Used to test collisions and objects presence. The test is done trough a Unity Raycast. 22
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 42
boolresetCallbackUnassign a callback by it's Id. 36
voidresetCallbacksUnassign all global callbacks 38
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 22
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 36
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 38
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 53
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. 36
boolsetPhaseChanges the current phase to the one of index order 33
voidsetRainingActivates the rain on the map. 35
voidsetSnowingActivates the snow on the map. 35
voidsetTimeAndWeatherSets the current time of day of the mission and some weather conditions, like clouds, snow and fog. NOTE: This function it's CPU heavy 48
voidsetTimeOfDaySets the current time of day of the mission. NOTE: This function is CPU heavy 53
voidsetVictoryDefendersConcludes the mission declaring defenders as winners 74
voidsetVictoryInvadersConcludes the mission declaring invaders as winners 31
voidshowObjectiveDisplay a new objective text 46
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 38
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 41
booltriggerCallbackForce the triggering of a callback set trough setCallback 36
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 36
anymyplayergetGet the value of a stored global variable by my player. 39
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. 30
anyplayergetGet the value of a stored global variable by a specific player. 42
voidsetSet a global variable that can be referenced from any script and by any player in the room 34
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 43
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 31
vec3getPositionGet the world position of the Mission Objective 33
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 34
floatgetRadiusGet the area radius of the Mission Objective 32
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. 40
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 37
boolisInsideCheck whenever a vec3() position is inside a specific Mission Objective, specifically within it's radius from it's center position 46
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 34
voidremoveRemove this objective from the current Mission Phase. Just like setting properties, only the master client can call do this operation 40
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 30
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 45
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. 38
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 39
voidsetPositionUpdate the world position of a Scripted Mission Objective 38
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 47
voidsetRadiusUpdate the area radius of a Scripted Mission Task 20
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 52
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. 18
Soldier

Functions related to player actions and properties.

ReturnFunction NameDescriptionVote
booladdAmmoAdds an ammo box to the soldier's invetory 45
booladdMagazineAdds a magazine to the soldier's invetory. 31
booladdNewItemAdds an item to the soldier's inventory 36
voidalertForPuts the soldier in an alert state for a defined time 42
voidapplyBleedingApplies bleed status to the soldier 39
voidboardVehicleOrder the soldier to approach and borar onto the specified vehicle if available. 35
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. 33
voidcarryBodyForce the soldier to carry a another incapacitated soldier 47
voiddamageSoldierApply damage to a soldier 35
voiddecreaseStaminaDecreases soldier's stamina 21
voiddisableHitByVehicleForDisable receiving damage from impacts with vehicles for some time 42
booldoingMeleeCheck if the soldier is doing a melee attack 34
voidexecuteOrdersRoutineExecutes the routine to process squad orders for the soldier. 25
voidfindCoverFinds a cover position near a specified position within a given radius. 27
boolforceTargetForce a Soldier to target a specific Soldier or Vehicle. 41
AiParamsgetAiParamsAccess AI parameters management 37
SoldiergetCarriedBodyGet a reference to the incapacitated soldier carried by this unit 62
stringgetClassNameReturns the soldier's class name 34
VehiclegetCurrentVehicleReturns the current vehicle the soldier is in 42
floatgetDistanceFromGroundGet the distance between the soldier and the ground below 32
vec3getFacePositionGet the world position of soldier's face 43
stringgetFactionGets the soldier's faction ID 30
vec3getFireDirectionReturn a vector representing the direction where the gun held by the soldier is pointed to 36
stringgetHeadgearIdReturns the current wearing headgear Id 35
floatgetHealthGet the soldier's health 21
vec3getMoveDirectionReturns the moving direction of the soldier 33
stringgetNameReturns the soldier's full name 34
SoldiergetNearestInjuredGet the nearest wounded soldier around the current one 29
VehiclegetNearestVehicleToRepairReturns the nearest vehicle that requires repair from the current soldier 20
voidgetOffVehicleKicks the soldier from the current vehicle 32
stringgetOwnerIdGet Id of the online player controlling this soldier (Including AIs being controlled by his machine). 35
vec3getPositionGet world position of the soldier 56
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 36
floatgetSuppressionValueChecks the suppression value of the soldier from the enemy fire. 32
stringgetUniformIdGet the Id of the uniform worn by the soldier 29
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. 30
VehiclegetVehicleSoldierIsExitingFromGet the vehicle the current soldier is exiting from 33
vec3getVelocityReturns the current soldier's velocity 39
stringgetVestIdGet the Id of the vest worn by the soldier 43
boolhasHeadgearCheck if the the soldier is wearing an headgear 33
boolhasRadioCheck if a soldier is wearing a radio 32
boolhasVestCheck if a soldier is wearing a vest 24
voidhealSoldierHeals soldier of a certain amount 43
voidincapacitateForce incapacitate a soldier 36
boolisAIChecks if the current soldier is controlled by the AI 37
boolisAimingChecks if the current soldier is aiming the gun 55
boolisAlertedCheck if the soldier has spotted an enemy recently and is moving carefully 37
boolisAliveChecks if the current soldier is alive 39
boolisAlliedCheck if current soldier is part of Allies faction 33
boolisAmmoBoxCarrierCheck if soldier is carrying an ammo box 29
boolisATSoldierReturns true if the current soldier is an Anti-Tank unit 37
boolisAxisCheck if current soldier is part of Axis faction 30
boolisBleedingCheck if the soldier is bleeding 47
boolisCarriedReturns true if the current soldier is getting carried 30
boolisCarryingBodyCheck if the current soldier is carrying an incapacitated soldier 38
boolisChargingReturns true if the current soldier is charging 43
AiParamsisCivilianCheck if current soldier is part of Civilians faction 32
boolisCrawlingReturns true if the current soldier is crawling 44
boolisDeadCheck if a soldier is dead 37
boolisEnteringVehicleReturns true if the current soldier has started the entering vehicle animation 36
boolisExitingVehicleReturns true if the current soldier has started the exiting vehicle animation 35
boolisFallingFromParachuteChecks if the current soldier is falling with a parachute 19
boolisFlameThrowerCarrierCheck if a soldier is a flamethrower carrier 33
boolisFromChargingFactionCheck if the soldier can execute a charge order 31
boolisGroundedReturns true if the soldier is on the ground 47
boolisIncapacitatedCheck if a soldier is incapacitated 36
boolisInsideVehicleCheck if the soldier is inside a vehicle 41
boolisJumpingReturns true if the current soldier is jumping 27
boolisMarksmanReturns true if the current soldier is a Marksman 19
boolisMechanicReturns true if the current soldier is a mechanic 43
boolisMedicReturns true if the current soldier is a medic 44
boolisMineCheck whenever I have network authority over a soldier 46
boolisMovingReturns true if the current soldier is moving 36
boolisOnCoverCheck if a soldier is taking cover 55
boolisOnFireReturns true if the current soldier is on fire 34
boolisOnWaterCheck if a soldier is walking inside water 46
boolisOutOfStaminaReturns true if the current soldier is out of stamina 26
boolisPlayerCheck if the soldier is a player 41
boolisPlayerFPSReturns true if the current soldier is a player and in first person 37
boolisRadiomanCheck if the current soldier is a Radioman 32
boolisReachingVehicleToMountCheck if a soldier is on his way to mount inside a vehicle 33
boolisReloadingReturns true if the current soldier is reloading a weapon 33
boolisRunningReturns true if the current soldier is running 70
boolisSameFactionCheck if another soldier is in the same faction of this soldier 35
boolisSquadLeaderReturns true if the current soldier is the Squad Leader 46
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 24
boolisStealthReturns true if the soldier is moving stealthly 31
boolisSuppressedChecks if the soldier is being suppressed 21
boolisSurrenderingCheck if the soldier is surrendering 69
boolisTalkingReturns true if the current soldier is talking 40
boolisThrowingReturns true if the current soldier is throwing something 47
boolisTowardWallReturns true if the current soldier is facing a wall 35
boolisUsingVehicleTurretCheck if soldier is operating a turret 33
voidjumpMakes the soldier jump. Notice: the jump movement is based on the current soldier velocity and direction. 33
voidkillSoldierKills the soldier 37
voidleaveVehicleCommands the soldier to eject from the current vehicle. 32
voidmoveToMoves the soldier to a specified position using CoverPosition with a new DestinationWithoutCover based on the given position and current pose. 67
SoldiermyselfCan be called within a SoldierBrain script to acquire the soldier controlled by the script 38
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 37
voidremoveBleedingRemoves bleeding effect from soldier 36
boolremoveItemRemove one or multiple items from a soldier invenotory 37
boolresetCallbackUnassign a callback by it's Id on a specific Soldier 32
voidresetCallbacksUnassign all callbacks on a specific Soldier 35
voidresetPoseAllow the soldier to automatically choose it's pose, canceling setPose command 44
voidsayMakes the soldier say a line based on the VoiceClip Enum 63
voidsayClipPlay a 3D Audio Clip, coming from soldier mouth and with soldier speaking animation (.wav) 71
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 33
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. 27
voidsetInVehicleTeleport the soldier inside the specified vehicle. 34
voidsetNotAlertedForce concludes the alert state of the soldier 28
voidsetOnFireSets the current soldier on fire. Notice: The fire does not damage the soldier. 51
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 35
voidsetPoseSets the soldier's pose based on the given integer. The soldier will strictly follow the assigned pose until resetPose is called 44
voidstopStops the soldier by resetting the cover position to the current position. 39
voidstopIncapacitateStops a soldier from being incapacitated 46
voidstopSurrenderingCancel soldier surrendering action 34
voidsurrenderForce surrender the current soldier 39
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Soldier 35
Squad

Class to handle a Squad controlling multiple Soldiers.

ReturnFunction NameDescriptionVote
booladdSoldierAdd a Soldier to a squad 29
voidalertEnemiesAlert all enemies of the presence of the squad for some time 17
voidattackFromPointOrders the squad to attack from the specified waypoint within the given radius. 69
voidboardVehicleOrders the squad to board the specified vehicle. 30
voidcancelRadioRequestCancels any active radio request by the squad. 35
voidchargeOrders the squad to charge towards the specified position within the given radius. 35
voidcoverAreaOrders the squad to cover an area defined by a center position and radius. 32
voidfireAtWillOrders the squad to fire at will, canceling the stealth "hold fire" order, optionally playing an order animation. 54
voidfollowLeaderOrders the squad to follow their leader, optionally playing an order animation. 48
voidgetAllMembersGet all soldiers inside the squad 38
SoldiergetLeaderGet reference to the Squad Leader 29
SoldiergetMechanicGet reference to the Squad Mechanic 34
SoldiergetMedicGet reference to the Squad Medic 37
vec3getObjectivePositionReturns the position of the squad's current objective, or the leader's position if none is set. 30
floatgetObjectiveRadiusReturns the radius of the squad's current objective area, or a default value if none exists. 31
SoldiergetRadiomanGet reference to the Squad Radioman 33
boolhasAliveMembersReturns whether the squad has any alive members. 31
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 26
boolhasObjectiveReturns whether the squad has an assigned objective. 65
voidholdFireOrders the squad to hold fire and move stealthy, optionally playing an order animation. 34
boolisPlayerInSquadCheck if Player is inside a squad 42
voidleaveVehicleOrders the squad to leave the specified vehicle. The force flag determines whether the leave order is forced. 25
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 41
boolremoveSoldierRemove a Soldier from a Squad (Soldier will be put on a new Squad) 28
voidrepairVehicleOrders the squad to repair the specified vehicle. 33
voidsetClosestObjectiveOrders the squad to set their objective to the closest available one. 37
voidsetRandomObjectiveOrders the squad to set a random objective. 34
Vehicle

Functions to handle vehicle spawning and behavior.

ReturnFunction NameDescriptionVote
voidaddNewItemToCargoAdd a new item to the cargo of the vehicle 37
boolcanBeRepairedChecks if the vehicle can be repaired 30
anycanRecieveDamageChecks if the vehicle can recieve any form of damage. 33
boolcanRefillAmmoChecks if is possible to refill ammo for the vehicle 35
boolcanShootInDirectionChecks if someone on the vehicle can shoot in that direction 28
boolcargoContainsItemCheck if vehicle inventory contains a specific item 36
integercountEmptySeatsCounts the empty seats in the vehicle 29
integercountItemsCount how many items with a specific Id are found inside the inventory of the vehicle 26
anycountPeopleInsideCounts all the people inside the vehicle 33
voiddamageApply damage to the hull of a vehicle 24
voiddamageEngineDamage vehicle engine (if any) 36
voiddamageFuelTankDamage vehicle fuel tank (if any) 31
voiddamageTracksDamage vehicle tracks and/or wheels (if any) 38
voiddestroyDisable the vehicle forever 22
voiddropInfantryKicks all the soldier seated in the passenger seats 35
voidemptyAllTurretsEmpties the magazines of all the turrets in the vehicle 43
floatgetDamageCheck life amount of a vehicle (hull integrity) 27
SoldiergetDriverGet reference to the Soldier driving the vehicle 57
floatgetEngineDamageCheck life amount of a vehicle engine (engine integrity) 35
stringgetFactionGet faction Id of the vehicle 36
floatgetFueltankDamageCheck life amount of vehicle fuel tank 23
SoldiergetGunnerGet reference to a soldier controlling a turret of the vehicle 29
SoldiergetLeaderGet reference of the soldier in the commanding seat of the vehicle 37
SoldiergetPassengersGet all passengers of the vehicle 33
vec3getPosition_vehicleGet the world position of the vehicle 35
floatgetTracksDamageCheck life amount of vehicle tracks/wheels 32
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. 28
boolhasDriverChecks if the vehicle has a driver 57
boolisArtilleryVehicleChecks if the vehicle has any seat to be considered artillery 26
boolisBrakingChecks if the vehicle is braking 30
boolisDestroyedCheck if vehicle is fully destroyed 32
boolisDriverAliveChecks if there's a driver and is alive 34
boolisEmptyCheck if vehicle is empty (No units are left inside) 37
boolisFullCheck if vehicle seats are all occupied 34
boolisLockedCheck whenever a vehicle can be entered or leaved 34
boolisMineCheck whenever I have network authority over a vehicle 48
voidkickEveryoneOutForce everyone to leave the vehicle 30
voidkickUnitsForce specific units to leave the vehicle 61
voidremoveItemFromCargoRemove an item from the cargo of the vehicle 36
voidrepairSet vehicle to fully repaired. Notice: This works only on vehicles that are not fully destroyed 29
boolresetCallbackUnassign a callback by it's Id on a specific Vehicle 38
voidresetCallbacksUnassign all callbacks on a specific Vehicle 20
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. 25
booltriggerCallbackForce the triggering of a callback set trough setCallback on a specific Vehicle 30