Appendix A-2: Actions and Value Retrieval (Basic Operations)

Appendix A-2: Actions and Value Retrieval (Basic Operations)

Actions and Value Retrieval

Here, the functions called from mod. are arranged by purpose. Some names are similar to Portal's block names, but TypeScript has strict types, so you need to pass types such as Player, Team, Vector, Message, UIWidget.

Functions with the same name and multiple argument patterns are grouped together on one line, and the number of overloads is written in the function/purpose column. For the complete signature, search for the function name at index.d.ts.

Variables / Wait / Subroutines

Function Function / Purpose Main arguments Return value Usage example
Wait Wait for the specified number of seconds. Since it is an asynchronous process, combine it with await. n: number Promise<void> await mod.Wait(1);
SetVariable Save the value to the specified Variable. Basics of phase, score, and flag management. variable: Variable, value: Any None mod.SetVariable(mod.GlobalVariable(0), 1);
SetVariableAtIndex Initialize or get the array in Variable and save the value to the specified index. arrayVariable: Variable, arrayIndex: number, value: Any None mod.SetVariableAtIndex(mod.GlobalVariable(1), 0, eventPlayer);
ChaseVariableAtRate Move the value of Variable closer to the limit value by the specified amount every second. variable: Variable, limit: number, deltaPerSecond: number None mod.ChaseVariableAtRate(...);
ChaseVariableOverTime Bring the value of Variable closer to the limit value in the specified number of seconds. variable: Variable, limit: number, durationSeconds: number None mod.ChaseVariableOverTime(...);
StopChasingVariable Stops ongoing Variable tracking and stops at the current value. variable: Variable None mod.StopChasingVariable(...);
GetArgument Get subroutine arguments by number. subroutineArgIndex: number Any const value = mod.GetArgument(...);
GetVariable Get the current value stored in Variable. variable: Variable Any const phase = mod.GetVariable(mod.GlobalVariable(0));
GlobalVariable Get the global Variable of the specified number. variableIndex: number Variable const phase = mod.GlobalVariable(0);
ObjectVariable Get the Variable associated with the specified object. ownerObject: mod.Object, variableIndex: number Variable const flag = mod.ObjectVariable(eventPlayer, 0);

AI Control

Function Function / Purpose Main arguments Return value Usage example
AIBattlefieldBehavior Make AI soldiers act autonomously and let them accomplish objectives and shoot at enemies. For AI players only. player: Player None mod.AIBattlefieldBehavior(...);
AIDefendPositionBehavior Have AI soldiers defend the area around the specified location. For AI players only. player: Player, defendPosition: Vector, minDistance: number, maxDistance: number None mod.AIDefendPositionBehavior(...);
AIIdleBehavior Set the AI soldier's current location as the standby point. For AI players only. player: Player None mod.AIIdleBehavior(...);
AILOSMoveToBehavior Move the AI soldier to the specified location while maintaining line-of-sight. For AI players only. player: Player, position: Vector None mod.AILOSMoveToBehavior(...);
AIMoveToBehavior Give the AI soldier a destination to move to the specified coordinates. For AI players only. player: Player, position: Vector None mod.AIMoveToBehavior(...);
AIParachuteBehavior Make the AI soldier do a parachute action. For AI players only. player: Player None mod.AIParachuteBehavior(...);
AIValidatedMoveToBehavior Move the AI soldier to a valid proximity position on the navmesh. For AI players only. player: Player, position: Vector None mod.AIValidatedMoveToBehavior(...);
AIWaypointIdleBehavior Have AI soldiers patrol the Waypoint Path. For AI players only. player: Player, waypointPath: WaypointPath None mod.AIWaypointIdleBehavior(...);
SetAiInput Send specified input to AI soldiers for a certain period of time. Up to 3 inputs can be specified simultaneously. player: Player, input: AiInput, duration: number None mod.SetAiInput(...);
AISetUnspawnOnDead Set whether AI soldiers sent from Spawner will leave after death. spawner: Spawner, enableUnspawnOnDead: boolean None mod.AISetUnspawnOnDead(...);
SetUnspawnDelayInSeconds Set the number of seconds for AI soldiers sent from Spawner to exit after dying. spawner: Spawner, delay: number None mod.SetUnspawnDelayInSeconds(...);
SpawnAIFromAISpawner Spawns an AI soldier from the specified AI Spawner. 8 overloads. spawner: Spawner None mod.SpawnAIFromAISpawner(mod.GetSpawner(0));
UnspawnAllAIsFromAISpawner Remove all AI soldiers sent from the designated AI Spawner. spawner: Spawner None mod.UnspawnAllAIsFromAISpawner(...);
AIEnableShooting Switch whether AI soldiers can shoot or not. For AI players only. 2 overloads. player: Player None mod.AIEnableShooting(...);
AIEnableTargeting Switch AI soldiers' enemy search/target recognition. If you disable it, it will no longer fire. 2 overloads. player: Player None mod.AIEnableTargeting(...);
AIForceFire Forces AI soldiers to use handheld weapons and gadgets for a specified time. player: Player, fireDuration: number None mod.AIForceFire(...);
AIGadgetSettings Adjust gadget usage conditions, cooldowns, and accuracy corrections for AI soldiers. player: Player, applyUsageCriteria: boolean, applyCoolDownAfterUse: boolean, applyInaccuracy: boolean None mod.AIGadgetSettings(...);
AISetFocusPoint Set the AI soldier's gaze point and have it attack there if necessary. player: Player, point: Vector, isTarget: boolean None mod.AISetFocusPoint(...);
AISetMoveSpeed Set the speed used for the movement behavior of AI soldiers. player: Player, moveSpeed: MoveSpeed None mod.AISetMoveSpeed(...);
AISetStance Set the posture of the AI soldier. player: Player, stance: Stance None mod.AISetStance(...);
AISetTarget Set or clear the current target for AI soldiers. 2 overloads. aiPlayer: Player, targetPlayer: Player None mod.AISetTarget(...);
AIStartUsingGadget Have an AI soldier use a specific gadget at a specified location or player. 2 overloads. player: Player, gadget: Gadgets, targetPos: Vector None mod.AIStartUsingGadget(...);
AIStopUsingGadget Cancel the gadget use instructions given to AI soldiers. player: Player None mod.AIStopUsingGadget(...);
SetAIToHumanDamageModifier Set the damage multiplier given to human players from AI. damageMultiplier: number None mod.SetAIToHumanDamageModifier(...);

Sound / Music / VO

Function Function / Purpose Main arguments Return value Usage example
LoadMusic Load the music package and make it playable at PlayMusic. musicPackage: MusicPackages None mod.LoadMusic(...);
PlayMusic Play music events. You can target the entire team, squad, or players. 4 overloads. musicEvent: MusicEvents None mod.PlayMusic(...);
PlaySound Play SFX. You can specify the target, location, and attenuation range. 8 overloads. sound: SFX, amplitude: number, team: Team None mod.PlaySound(mod.GetSFX(0), 1);
PlayVO Play VO audio events. You can target the entire team, squad, or players. 4 overloads. voiceOver: VO, event: VoiceOverEvents2D, flag: VoiceOverFlags None mod.PlayVO(...);
SetMusicParam Update the parameter values of the loaded music package. 4 overloads. musicParam: MusicParams, paramValue: number None mod.SetMusicParam(...);
SetSoundAmplitude Change the volume of the specified SFX. You can target the entire team, squad, or players. 4 overloads. sound: SFX, amplitude: number, team: Team None mod.SetSoundAmplitude(...);
StopSound Stop the specified SFX. You can target the entire team, squad, or players. 4 overloads. sound: SFX, team: Team None mod.StopSound(...);
UnloadMusic Release loaded music packages. musicPackage: MusicPackages None mod.UnloadMusic(...);

Camera and Presentation

Function Function / Purpose Main arguments Return value Usage example
SetCameraTypeForAll Set the camera type for all players. If necessary, also specify the camera index. 2 overloads. cameraType: Cameras None mod.SetCameraTypeForAll(...);
SetCameraTypeForPlayer Set the camera type of the specified player. If necessary, also specify the camera index. 2 overloads. player: Player, cameraType: Cameras None mod.SetCameraTypeForPlayer(...);
SetSpectatingFiltersForAll Set the viewing filter for all players. Can be restricted to only within the squad/team. group: SpectatingGroup, ownSquadOnly: boolean, ownTeamOnly: boolean None mod.SetSpectatingFiltersForAll(...);
SetSpectatingFiltersForPlayer Set the filter for watching the specified player. Can be restricted to only within the squad/team. player: Player, group: SpectatingGroup, ownSquadOnly: boolean, ownTeamOnly: boolean None mod.SetSpectatingFiltersForPlayer(...);
EnableScreenEffect Enable or disable screen effects for the specified player. player: Player, screenEffect: ScreenEffects, enable: boolean None mod.EnableScreenEffect(...);
EnableVFX Enable or disable the display and operation of the specified VFX. vfx: VFX, enable: boolean None mod.EnableVFX(...);
MoveVFX Move VFX to specified coordinates and rotation. Generally, general-purpose movement functions are also considered. vfxID: VFX, position: Vector, rotation: Vector None mod.MoveVFX(...);
SetVFXColor Change VFX color. vfxID: VFX, color: Vector None mod.SetVFXColor(...);
SetVFXScale Change the scale of VFX. vfxID: VFX, scale: number None mod.SetVFXScale(...);
SetVFXSpeed Change the playback speed of VFX. vfxID: VFX, speed: number None mod.SetVFXSpeed(...);
GetFixedCamera Get FixedCamera from number or target. number: number FixedCamera const value = mod.GetFixedCamera(...);

Stationary Weapon Spawner

Function Function / Purpose Main arguments Return value Usage example
ForceEmplacementSpawnerSpawn Forcibly spawn the currently set fixed weapon from the fixed weapon spawner. emplacementSpawner: EmplacementSpawner None mod.ForceEmplacementSpawnerSpawn(...);
SetEmplacementSpawnerAbandonVehicleOutOfCombatArea Set whether to destroy stationary weapons left outside the combat zone. emplacementSpawner: EmplacementSpawner, enabled: boolean None mod.SetEmplacementSpawnerAbandonVehicleOutOfCombatArea(...);
SetEmplacementSpawnerApplyDamageToAbandonVehicle Set whether to apply damage to abandoned stationary weapons. emplacementSpawner: EmplacementSpawner, enabled: boolean None mod.SetEmplacementSpawnerApplyDamageToAbandonVehicle(...);
SetEmplacementSpawnerAutoSpawn Enable or disable automatic respawning of stationary weapon spawners. emplacementSpawner: EmplacementSpawner, enabled: boolean None mod.SetEmplacementSpawnerAutoSpawn(...);
SetEmplacementSpawnerKeepAliveAbandonRadius Set the distance from the nearest player at which fixed weapons will be treated as abandoned. emplacementSpawner: EmplacementSpawner, keepAliveAbandonedRadius: number None mod.SetEmplacementSpawnerKeepAliveAbandonRadius(...);
SetEmplacementSpawnerRespawnTime Sets the number of seconds for fixed weapons to auto-respawn after being destroyed. emplacementSpawner: EmplacementSpawner, respawnTime: number None mod.SetEmplacementSpawnerRespawnTime(...);
SetEmplacementSpawnerSpawnerRadius Sets the distance at which fixed weapons are considered to be away from the spawner. emplacementSpawner: EmplacementSpawner, keepAliveSpawnerRadius: number None mod.SetEmplacementSpawnerSpawnerRadius(...);
SetEmplacementSpawnerTimeUntilAbandon Sets the amount of time a stationary weapon remains unused until it becomes abandoned. emplacementSpawner: EmplacementSpawner, timeUntilAbandon: number None mod.SetEmplacementSpawnerTimeUntilAbandon(...);
SetEmplacementSpawnerType Set the type of fixed weapon issued from the fixed weapon spawner. emplacementSpawner: EmplacementSpawner, emplacementType: StationaryEmplacements None mod.SetEmplacementSpawnerType(...);
GetEmplacementSpawner Get EmplacementSpawner from number or target. number: number EmplacementSpawner const value = mod.GetEmplacementSpawner(...);

Deploy and Respawn

Function Function / Purpose Main arguments Return value Usage example
DeployAllPlayers Force all players on the deployment screen to sortie. None None mod.DeployAllPlayers(...);
EnableAllPlayerDeploy Switch whether all players can deploy from the deployment screen. enablePlayerDeploy: boolean None mod.EnableAllPlayerDeploy(...);
EnablePlayerDeploy Switch whether or not the specified player can be deployed. player: Player, deployAllowed: boolean None mod.EnablePlayerDeploy(...);
SetRedeployTime Overwrite the specified player's respawn time in the range of 0 to 60 seconds. player: Player, redeployTime: number None mod.SetRedeployTime(...);
UndeployAllPlayers Return all players on the battlefield to the deployment screen. None None mod.UndeployAllPlayers(...);
UndeployPlayer Return the specified player to the deployment screen. player: Player None mod.UndeployPlayer(...);
DeployPlayer Force the specified player to sortie. player: Player None mod.DeployPlayer(...);
SetSpawnMode Set the spawn mode to determine whether to automatically spawn the player. spawnModes: SpawnModes None mod.SetSpawnMode(...);
SpawnPlayerFromSpawnPoint Sortie the specified player from the specified SpawnPoint. 2 overloads. player: Player, spawnPointId: number None mod.SpawnPlayerFromSpawnPoint(eventPlayer, mod.GetSpawnPoint(0));

Game Progress and Teams

Function Function / Purpose Main arguments Return value Usage example
EndGameMode Ends the game mode and makes the specified player or team the winner. Team 0 is a draw. 2 overloads. player: Player None mod.EndGameMode(mod.GetTeam(1));
PauseGameModeTime Pause or resume game mode timer. pauseTimer: boolean None mod.PauseGameModeTime(...);
ResetGameModeTime Return the game mode time to the starting value. None None mod.ResetGameModeTime(...);
SetFriendlyFire Enable or disable friendly fire. enableFriendlyFire: boolean None mod.SetFriendlyFire(...);
SetGameModeScore Set the game mode score for a specified player or team. 2 overloads. team: Team, newScore: number None mod.SetGameModeScore(mod.GetTeam(1), 10);
SetGameModeTargetScore Set the target score used to determine victory. newScore: number None mod.SetGameModeTargetScore(...);
SetGameModeTimeLimit Set the game mode time limit in seconds. newTimeLimit: number None mod.SetGameModeTimeLimit(...);
AutoBalanceTeams Automatically adjust the number of team members. Team/squad capacity must match. None None mod.AutoBalanceTeams(...);
DisablePlayerJoin Stop new joins to the server. According to the SDK comment, there is no way to restore it, so be careful when using it. None None mod.DisablePlayerJoin(...);
SwitchTeams Swap the players of TeamA and TeamB. Both teams must have the same number of humans and bots. teamA: Team, teamB: Team None mod.SwitchTeams(...);
GetGameModeScore Get the game mode score for a specified player or team. 2 overloads. player: Player number const value = mod.GetGameModeScore(...);
GetMatchTimeElapsed Get the number of seconds that have passed in the current game mode. None number const value = mod.GetMatchTimeElapsed(...);
GetMatchTimeRemaining Get the number of seconds remaining in the current game mode. None number const value = mod.GetMatchTimeRemaining(...);
GetRoundTime Get the time limit set in the game mode in seconds. None number const value = mod.GetRoundTime(...);
GetTargetScore Get the target score needed to win. None number const value = mod.GetTargetScore(...);

Objectives / Game Mode Objects

Function Function / Purpose Main arguments Return value Usage example
RingOfFireStart Notify RingOfFire to start shrinking. ringOfFire: RingOfFire None mod.RingOfFireStart(...);
SetHQTeam Set the team to which HQ belongs. hq: HQ, teamID: Team None mod.SetHQTeam(...);
SetRingOfFireDamageAmount Set the amount of damage dealt to players caught in RingOfFire. ringOfFireId: RingOfFire, ringOfFireDamageAmount: number None mod.SetRingOfFireDamageAmount(...);
SetRingOfFireStableTime Sets the amount of time RingOfFire remains stable before shrinking. ringOfFireId: RingOfFire, ringOfFireStableTime: number None mod.SetRingOfFireStableTime(...);
EnableCapturePointDeploying Toggle whether CapturePoint owning team can deploy from there. capturePoint: CapturePoint, enableDeploying: boolean None mod.EnableCapturePointDeploying(...);
SetCapturePointCapturingTime Set the time required to occupy CapturePoint. capturePoint: CapturePoint, capturingTime: number None mod.SetCapturePointCapturingTime(...);
SetCapturePointNeutralizationTime Set the time required to neutralize CapturePoint. capturePoint: CapturePoint, neutralizationTime: number None mod.SetCapturePointNeutralizationTime(...);
SetCapturePointOwner Change the team controlling CapturePoint. capturePoint: CapturePoint, team: Team None mod.SetCapturePointOwner(...);
SetMaxCaptureMultiplier Set the upper limit of CapturePoint's occupation speed multiplier. capturePoint: CapturePoint, multiplier: number None mod.SetMaxCaptureMultiplier(...);
EnableHQ Enable or disable HQ. hq: HQ, enable: boolean None mod.EnableHQ(...);
EnableGameModeObjective Enable or disable objectives such as CapturePoint, HQ, Sector, MCOM, etc. objective: CapturePoint | HQ | Sector | MCOM, enable: boolean None mod.EnableGameModeObjective(...);
SetMCOMFuseTime Set the ignition time until MCOM explodes. mCOM: MCOM, fuseTime: number None mod.SetMCOMFuseTime(...);
SetMCOMOwner Set the MCOM ownership team. The team that can install and remove it will change. mcom: MCOM, teamid: Team None mod.SetMCOMOwner(...);
GetRingOfFire Get RingOfFire from number or target. number: number RingOfFire const value = mod.GetRingOfFire(...);
AllCapturePoints Get all CapturePoints existing in the game as an array. None Array const value = mod.AllCapturePoints(...);
GetCapturePoint Get CapturePoint from number or target. id: number CapturePoint const value = mod.GetCapturePoint(...);
GetCaptureProgress Get the occupation progress of the specified CapturePoint as a value from 0 to 1. capturePoint: CapturePoint number const value = mod.GetCaptureProgress(...);
GetCurrentOwnerTeam Get the team that currently owns the specified CapturePoint. capturePoint: CapturePoint Team const value = mod.GetCurrentOwnerTeam(...);
GetOwnerProgressTeam Get the team currently trying to occupy the specified CapturePoint. capturePoint: CapturePoint Team const value = mod.GetOwnerProgressTeam(...);
GetPlayersOnPoint Get the array of players within the range of the specified CapturePoint. capturePoint: CapturePoint Array const value = mod.GetPlayersOnPoint(...);
GetPreviousOwnerTeam Get the previous ownership team of the specified CapturePoint. capturePoint: CapturePoint Team const value = mod.GetPreviousOwnerTeam(...);
GetHQ Get HQ from number or target. number: number HQ const value = mod.GetHQ(...);
GetMCOM Get MCOM from number or target. number: number MCOM const value = mod.GetMCOM(...);
GetSector Get Sector from number or target. number: number Sector const value = mod.GetSector(...);

Placed and Spatial Objects

Function Function / Purpose Main arguments Return value Usage example
EnableAreaTrigger Enable or disable AreaTrigger. When disabled, the corresponding event will not fire. areaTrigger: AreaTrigger, enable: boolean None mod.EnableAreaTrigger(...);
EnableInteractPoint Enable or disable InteractPoint. interactPoint: InteractPoint, enable: boolean None mod.EnableInteractPoint(mod.GetInteractPoint(0), false);
EnableSpatialObject Enable or disable SpatialObject. spatialObject: SpatialObject, enable: boolean None mod.EnableSpatialObject(...);
RayCast Request straight line judgment between two points. Receive the results at OnRayCastHit / OnRayCastMissed. 2 overloads. player: Player, start: Vector, stop: Vector None mod.RayCast(eventPlayer, start, stop);
SetVL7CloudEffects Enable or disable VL7Cloud's screen effects, soldier effects, and VFX individually. vl7Cloud: VL7Cloud, screenEffect: boolean, soldierEffect: boolean, visualEffect: boolean None mod.SetVL7CloudEffects(...);
UnspawnObject Clear the object created with SpawnObject. obj: mod.Object None mod.UnspawnObject(...);
MoveObject Moves the specified object by position difference, and rotation difference if necessary. 2 overloads. object: mod.Object, positionDelta: Vector None mod.MoveObject(...);
MoveObjectOverTime Move the specified object by the position/rotation difference over time. You can also specify loops and inversions. object: mod.Object, positionDelta: Vector, rotationDelta: Vector, timeInSeconds: number, shouldLoop: boolean, shouldReverse: boolean None mod.MoveObjectOverTime(...);
OrbitObjectOverTime Rotates the specified object around the Transform over time. 2 overloads. object: mod.Object, orbitTransform: Transform, timeInSeconds: number, radius: number, shouldLoop: boolean, shouldReverse: boolean, clockwise: boolean None mod.OrbitObjectOverTime(...);
RotateObject Rotate the specified object by Euler angle difference. object: mod.Object, rotationDelta: Vector None mod.RotateObject(...);
SetObjectTransform Set the Transform of the specified object. object: mod.Object, transform: Transform None mod.SetObjectTransform(...);
SetObjectTransformOverTime Move and rotate the specified object to the specified Transform over time. object: mod.Object, transform: Transform, timeInSeconds: number, shouldLoop: boolean, shouldReverse: boolean None mod.SetObjectTransformOverTime(...);
StopActiveMovementForObject Stops ongoing time movement on the specified object. object: mod.Object None mod.StopActiveMovementForObject(...);
GetAreaTrigger Get AreaTrigger from number or target. areaTriggerNumber: number AreaTrigger const area = mod.GetAreaTrigger(0);
GetInteractPoint Get InteractPoint from number or target. interactPointNumber: number InteractPoint const point = mod.GetInteractPoint(0);
GetSpatialObject Get SpatialObject from number or target. spatialObjectNumber: number SpatialObject const value = mod.GetSpatialObject(...);
SpawnObject Generate a runtime spawn Prefab at the specified coordinates. Unsupported objects may have a return value of -1. 2 overloads. prefabEnum: | RuntimeSpawn_Common | RuntimeSpawn_Abbasid | RuntimeSpawn_Aftermath | RuntimeSpawn_Badlands | RuntimeSpawn_Battery | RuntimeSpawn_Capstone | RuntimeSpawn_Contaminated | RuntimeSpawn_Dumbo | RuntimeSpawn_Eastwood | RuntimeSpawn_FireStorm | RuntimeSpawn_Limestone | RuntimeSpawn_Outskirts | RuntimeSpawn_Subsurface | RuntimeSpawn_Tungsten | RuntimeSpawn_Granite_Downtown | RuntimeSpawn_Granite_Marina | RuntimeSpawn_Granite_MilitaryRnD | RuntimeSpawn_Granite_MilitaryStorage | RuntimeSpawn_Granite_ResidentialNorth | RuntimeSpawn_Granite_TechCenter | RuntimeSpawn_Granite_Underground | RuntimeSpawn_Sand, position: Vector, rotation: Vector, scale: Vector Any const obj = mod.SpawnObject(prefab, pos, rot, scale);
GetObjectPosition Get the current position of the specified object as a Vector. object: mod.Object Vector const value = mod.GetObjectPosition(...);
GetObjectRotation Get the current rotation of the specified object as a Vector. object: mod.Object Vector const value = mod.GetObjectRotation(...);
GetObjectTransform Get the Transform that includes the position and rotation of the specified object. object: mod.Object Transform const value = mod.GetObjectTransform(...);
GetTransformPosition Extract the position Vector from Transform. transform: Transform Vector const value = mod.GetTransformPosition(...);
GetTransformRotation Extract the rotation Vector from Transform. transform: Transform Vector const value = mod.GetTransformRotation(...);

Loot and Supplies

Function Function / Purpose Main arguments Return value Usage example
SpawnLoot Spawn ammo, weapons, gadgets, and armor in LootSpawner. 4 overloads. lootSpawner: LootSpawner, ammo: AmmoTypes None mod.SpawnLoot(...);
UnspawnAllLoot Delete all routes existing on the world. None None mod.UnspawnAllLoot(...);
GetLootSpawner Get LootSpawner from number or target. number: number LootSpawner const value = mod.GetLootSpawner(...);

Health / Damage / State

Function Function / Purpose Main arguments Return value Usage example
DealDamage Cause damage to the designated player or vehicle. If necessary, you can also specify the player who caused the damage. 3 overloads. player: Player, damageAmount: number None mod.DealDamage(...);
ForceRevive Forcibly revive a downed player. player: Player None mod.ForceRevive(...);
Heal Heal or repair the designated player or vehicle. If necessary, you can also specify a healer. 3 overloads. player: Player, healAmount: number None mod.Heal(...);
Kill Instantly kill the designated player or vehicle. Player skips down state. 2 overloads. player: Player None mod.Kill(...);
SetSoldierEffect Enable or disable the specified player's soldier effect. player: Player, soldierEffects: SoldierEffects, isEnabled: boolean None mod.SetSoldierEffect(...);
SpotTarget Spot the specified player. You can specify the display time, spot status, and spotter. 5 overloads. targetplayer: Player, duration: number, spotStatus: SpotStatus None mod.SpotTarget(...);
SetPlayerIncomingDamageFactor Set the damage multiplier that the specified player receives. Values ​​are rounded to the nearest 5% and limited to 0 to 200%. player: Player, amount: number None mod.SetPlayerIncomingDamageFactor(...);
ForceManDown Puts the specified player down. Does not apply if down is disabled. player: Player None mod.ForceManDown(...);
SetPlayerMaxHealth Set the maximum health of the specified player in the range of 1 to 500. The maximum physical strength multiplier is also reflected. player: Player, maxHealth: number None mod.SetPlayerMaxHealth(...);
SetPlayerMovementSpeedMultiplier Set the movement speed multiplier of the specified player. player: Player, multiplier: number None mod.SetPlayerMovementSpeedMultiplier(...);
SkipManDown Set whether to return to the deployment screen without going through the down state when the specified player dies. player: Player, skipManDown: boolean None mod.SkipManDown(...);

Equipment / Input / Player Control

Function Function / Purpose Main arguments Return value Usage example
Teleport Move the specified player or vehicle to valid coordinates with orientation. Specify the direction in radians. 2 overloads. player: Player, destination: Vector, orientation: number None mod.Teleport(eventPlayer, destination, 0);
EnableAllInputRestrictions Switch all input restrictions such as movement, shooting, and viewpoint operation for the specified player. player: Player, restrictInput: boolean None mod.EnableAllInputRestrictions(...);
EnableInputRestriction Restrict or cancel specific inputs for specified players. player: Player, inputRestriction: RestrictedInputs, restrictInput: boolean None mod.EnableInputRestriction(...);
AddAttachmentToWeaponPackage Add attachment to WeaponPackage. Existing attachments of the same type will be replaced. attachment: WeaponAttachments, weaponPackage: WeaponPackage None mod.AddAttachmentToWeaponPackage(...);
AddEquipment Add weapons, gadgets, and armor to the player's loadout. 7 types of overloads. player: Player, weapon: Weapons None mod.AddEquipment(...);
ForceSwitchInventory Force the specified player to switch to the specified inventory slot. player: Player, inventorySlot: InventorySlots None mod.ForceSwitchInventory(...);
RemoveEquipment Removes the specified slot, weapon, or gadget from the player's loadout. 3 overloads. player: Player, inventorySlot: InventorySlots None mod.RemoveEquipment(...);
SetInventoryAmmo Set the number of bullets in the specified inventory slot. player: Player, inventorySlots: InventorySlots, ammo: number None mod.SetInventoryAmmo(...);
SetInventoryMagazineAmmo Set the number of bullets in the magazine for the specified inventory slot. player: Player, inventorySlots: InventorySlots, magAmmo: number None mod.SetInventoryMagazineAmmo(...);
Resupply Supply the player with the specified supply type. player: Player, ressuplyType: ResupplyTypes None mod.Resupply(...);
CreateNewWeaponPackage Create a new WeaponPackage. None WeaponPackage const value = mod.CreateNewWeaponPackage(...);
EventDamageTypeCompare Determine whether the DamageType passed in the event matches the specified damage type. damageType: DamageType, playerDamageTypes: PlayerDamageTypes boolean const value = mod.EventDamageTypeCompare(...);
EventDeathTypeCompare Determine whether the DeathType passed in the event matches the specified death type. deathType: DeathType, playerDeathTypes: PlayerDeathTypes boolean const value = mod.EventDeathTypeCompare(...);
EventWeaponCompare Determine whether the weapons and gadgets given in the event match the specified equipment. 2 overloads. eventWeapon: WeaponUnlock, weapon: Weapons boolean if (mod.EventWeaponCompare(eventWeaponUnlock, mod.Weapons.AK24)) {}
GetInventoryAmmo Get the number of bullets in the specified slot of the specified player. player: Player, inventorySlots: InventorySlots number const value = mod.GetInventoryAmmo(...);
GetInventoryMagazineAmmo Get the number of bullets in the magazine in the specified slot of the specified player. player: Player, inventorySlots: InventorySlots number const value = mod.GetInventoryMagazineAmmo(...);
GetSoldierState Obtain the specified player's soldier status as a numerical value, boolean value, or Vector. 3 overloads. player: Player, soldierStateNumber: SoldierStateNumber number const value = mod.GetSoldierState(...);
HasEquipment Determine whether the specified player has the specified weapon or gadget. 2 overloads. player: Player, weapon: Weapons boolean if (mod.HasEquipment(eventPlayer, mod.Weapons.AK24)) {}
IsInventorySlotActive Determine whether the specified player is using the specified inventory slot. player: Player, inventorySlots: InventorySlots boolean const value = mod.IsInventorySlotActive(...);
IsSoldierClass Determine whether the specified player is a specified military class. player: Player, soldierClass: SoldierClass boolean const value = mod.IsSoldierClass(...);

Vehicle

Function Function / Purpose Main arguments Return value Usage example
ForceVehicleSpawnerSpawn Forcibly spawn the currently configured vehicle from VehicleSpawner. vehicleSpawner: VehicleSpawner None mod.ForceVehicleSpawnerSpawn(mod.GetVehicleSpawner(0));
SetAllVehiclesAllowedInSurroundingArea Set whether to allow all vehicles in the surrounding area. allowed: boolean None mod.SetAllVehiclesAllowedInSurroundingArea(...);
SetMaxVehicleHeightLimitScale Sets the altitude limit multiplier at which the vehicle engine loses upward thrust. heightScale: number None mod.SetMaxVehicleHeightLimitScale(...);
SetVehicleAllowedInSurroundingArea Set whether to allow specified vehicles in the surrounding area. vehicle: VehicleList, allowed: boolean None mod.SetVehicleAllowedInSurroundingArea(...);
SetVehicleCategoryAllowedInSurroundingArea Set whether to allow specified vehicle categories in the surrounding area. vehicleCategory: VehicleCategories, allowed: boolean None mod.SetVehicleCategoryAllowedInSurroundingArea(...);
SetVehicleSpawnerAbandonVehiclesOutOfCombatArea Set whether to destroy vehicles left outside the combat zone. vehicleSpawner: VehicleSpawner, enabled: boolean None mod.SetVehicleSpawnerAbandonVehiclesOutOfCombatArea(...);
SetVehicleSpawnerApplyDamageToAbandonVehicle Set whether to apply damage to abandoned vehicles. vehicleSpawner: VehicleSpawner, enabled: boolean None mod.SetVehicleSpawnerApplyDamageToAbandonVehicle(...);
SetVehicleSpawnerAutoSpawn Enable or disable automatic respawning of VehicleSpawner. vehicleSpawner: VehicleSpawner, enabled: boolean None mod.SetVehicleSpawnerAutoSpawn(...);
SetVehicleSpawnerKeepAliveAbandonRadius Set the distance from the nearest player at which the vehicle will be treated as abandoned. vehicleSpawner: VehicleSpawner, keepAliveAbandonedRadius: number None mod.SetVehicleSpawnerKeepAliveAbandonRadius(...);
SetVehicleSpawnerKeepAliveSpawnerRadius Set the distance at which the vehicle is considered to be away from the spawner. vehicleSpawner: VehicleSpawner, keepAliveSpawnerRadius: number None mod.SetVehicleSpawnerKeepAliveSpawnerRadius(...);
SetVehicleSpawnerRespawnTime Set the number of seconds after the vehicle is destroyed until it automatically respawns. vehicleSpawner: VehicleSpawner, respawnTime: number None mod.SetVehicleSpawnerRespawnTime(...);
SetVehicleSpawnerTimeUntilAbandon Set the amount of time a vehicle remains unused until it is considered abandoned. vehicleSpawner: VehicleSpawner, timeUntilAbandon: number None mod.SetVehicleSpawnerTimeUntilAbandon(...);
SetVehicleSpawnerVehicleType Set the type of vehicle issued from VehicleSpawner. vehicleSpawner: VehicleSpawner, vehicleType: VehicleList None mod.SetVehicleSpawnerVehicleType(...);
SetVehicleMaxHealthMultiplier Set the maximum durability multiplier of the specified vehicle to a value greater than 0 and less than or equal to 4. vehicle: Vehicle, maxHealthMultiplier: number None mod.SetVehicleMaxHealthMultiplier(...);
ForcePlayerExitVehicle Forcibly remove the designated player from the vehicle. player: Player, vehicle: Vehicle None mod.ForcePlayerExitVehicle(...);
ForcePlayerToSeat Force the designated player to sit in the designated vehicle seat. player: Player, vehicle: Vehicle, seatNumber: number None mod.ForcePlayerToSeat(...);
GetVehicleSpawner Get VehicleSpawner from number or target. number: number VehicleSpawner const value = mod.GetVehicleSpawner(...);
AllVehicles Get all vehicles in the game as an array. None Array const vehicles = mod.AllVehicles();
CompareVehicleName Determine whether the specified vehicle is the same type as the specified VehicleList. vehicle: Vehicle, vehicleList: VehicleList boolean const value = mod.CompareVehicleName(...);
GetVehicleFromPlayer Get the vehicle that the specified player is riding. player: Player Vehicle const vehicle = mod.GetVehicleFromPlayer(eventPlayer);
GetVehicleSeatCount Get the number of seats in the specified vehicle. vehicle: Vehicle number const value = mod.GetVehicleSeatCount(...);
GetVehicleState Obtain the status Vector of the specified vehicle. vehicle: Vehicle, vehicleStateVector: VehicleStateVector Vector const value = mod.GetVehicleState(...);
GetVehicleTeam Get the team to which the specified vehicle belongs. Unoccupied vehicles will be treated as neutral. vehicle: Vehicle Team const value = mod.GetVehicleTeam(...);
IsVehicleOccupied Determine whether the player is riding in the specified vehicle. vehicle: Vehicle boolean const value = mod.IsVehicleOccupied(...);
IsVehicleSeatOccupied Determine whether the reserved seat of the designated vehicle is in use. vehicle: Vehicle, number: number boolean const value = mod.IsVehicleSeatOccupied(...);
GetAllPlayersInVehicle Get all players in the specified vehicle as an array. vehicle: Vehicle Array const value = mod.GetAllPlayersInVehicle(...);
GetPlayerFromVehicleSeat Get the player in the designated seat of the designated vehicle. If the seat is empty, it becomes an invalid Player. vehicle: Vehicle, number: number Player const value = mod.GetPlayerFromVehicleSeat(...);
GetPlayerVehicleSeat Get the vehicle seat number of the designated player. -1 if outside the vehicle. player: Player number const value = mod.GetPlayerVehicleSeat(...);

WorldIcon

Function Function / Purpose Main arguments Return value Usage example
EnableWorldIconImage Enable or disable WorldIcon image display. worldIcon: WorldIcon, enableImage: boolean None mod.EnableWorldIconImage(...);
EnableWorldIconText Enable or disable text display on WorldIcon. worldIcon: WorldIcon, enableText: boolean None mod.EnableWorldIconText(...);
RemoveUIIcon Delete the UI Icon Widget attached to the object. You can also specify the target player or team. 2 overloads. objectWithIcon: mod.Object None mod.RemoveUIIcon(...);
SetWorldIconColor Change the color of WorldIcon. worldIcon: WorldIcon, newColor: Vector None mod.SetWorldIconColor(...);
SetWorldIconImage Change the image type of WorldIcon. worldIcon: WorldIcon, newImage: WorldIconImages None mod.SetWorldIconImage(...);
SetWorldIconOwner Restrict WorldIcon to be visible only to specific teams or players. 2 overloads. worldIcon: WorldIcon, newTeamOwner: Team None mod.SetWorldIconOwner(...);
SetWorldIconPosition Change the display position of WorldIcon. worldIcon: WorldIcon, newPosition: Vector None mod.SetWorldIconPosition(...);
SetWorldIconText Change the text on WorldIcon. The display text is registered at Strings.json and then referenced at mod.stringkeys. worldIcon: WorldIcon, newText: Message None mod.SetWorldIconText(icon, mod.Message(mod.stringkeys.pointA));
GetWorldIcon Get WorldIcon from number or target. worldIconNumber: number WorldIcon const icon = mod.GetWorldIcon(0);

Next appendix to read

UI, notifications, player references, arrays, ObjId, numbers, types, and minimum templates are divided into the following "Appendix A-3: List of actions/value retrieval (UI/references/values)".