const functions = {
['`AddServerScript`']: {name: "AddServerScript", description: "Registers a
server script to this package.", syntax: "AddServerScript(file)", details: "Type:
Function,Context: Server,Introduced: v1.4.1"},
['`AddClientScript`']: {name: "AddClientScript", description: "Registers a
client script to this package.", syntax: "AddClientScript(file)", details: "Type:
Function,Context: Server,Introduced: v1.4.1"},
['`AddSharedScript`']: {name: "AddSharedScript", description: "Registers a
shared script (runs on the server and client) to this package.", syntax:
"AddSharedScript(file)", details: "Type: Function,Context: Server,Introduced:
v1.4.1"},
['`AddFile`']: {name: "AddFile", description: "Registers a (client) file to this
package.", syntax: "AddFile(file)", details: "Type: Function,Context:
Server,Introduced: v1.4.1"},
['`AddWebUIWhitelist`']: {name: "AddWebUIWhitelist", description: "Adds a domain
to the remote WebUI whitelist. Only domain names with a top level domain (TLD) can
be whitelisted.", syntax: "AddWebUIWhitelist(domain)", details: "Type:
Function,Context: Server,Introduced: v1.4.2"},
['`GetGameVersion`']: {name: "GetGameVersion", description: "Returns the server/
client's game version", syntax: "GetGameVersion()", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`GetGameVersionString`']: {name: "GetGameVersionString", description: "Returns
the server/ client's game version as a string.", syntax: "GetGameVersionString()",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`IsServer`']: {name: "IsServer", description: "Used to check if a script
currently runs on the server.", syntax: "IsServer()", details: "Type:
Function,Context: Client & Server,Introduced: v1.4.0"},
['`RGBA`']: {name: "RGBA", description: "Converts RGBA to an integer. All values
(including alpha) must be between 0 to 255. ", syntax: "RGBA(r, g, b, a)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`IsClient`']: {name: "IsClient", description: "Used to check if a script
currently runs on the client.", syntax: "IsClient()", details: "Type:
Function,Context: Client & Server,Introduced: v1.4.0"},
['`HexToRGBA`']: {name: "HexToRGBA", description: "Converts an integer color
value to the RGB format.", syntax: "HexToRGBA(HexColor)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`RGB`']: {name: "RGB", description: "Converts RGB to an integer. All values
(including alpha) must be between 0 to 255.", syntax: "RGB(r, g, b [, a])",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`HexToRGBAFloat`']: {name: "HexToRGBAFloat", description: "Converts Hex color
value into RGBA float. Useful for FLinearColor.", syntax:
"HexToRGBAFloat(HexColor)", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`Random`']: {name: "Random", description: "Get a pseudo-random number.
Negative ranges are supported as of v1.0.2.", syntax: "Random([Min, Max])",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`Base64Encode`']: {name: "Base64Encode", description: "Encodes the specified
text in the Base64 format.", syntax: "Base64Encode(text)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`RandomFloat`']: {name: "RandomFloat", description: "Get a pseudo-random
float. Negative ranges are supported as of v1.0.2.", syntax: "RandomFloat([, Min,
Max])", details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetDistance2D`']: {name: "GetDistance2D", description: "Calculates the
distance between 2 points.", syntax: "GetDistance2D(x, y, x2, y2)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`Base64Decode`']: {name: "Base64Decode", description: "Decodes the Base64 into
text.", syntax: "Base64Decode(base64)", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`GetDistance3D`']: {name: "GetDistance3D", description: "Gets the distance in
centimeters between 3 dimensional points.", syntax: "GetDistance3D(x, y, z, x2, y2,
z2)", details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`Lerp`']: {name: "Lerp", description: "Interpolates between a and b with the
parameter t. ", syntax: "Lerp(t, a, b)", details: "Type: Function,Context: Client &
Server,Introduced: v1.0.3"},
['`AddCommand`']: {name: "AddCommand", description: "Adds a command that can be
executed with the prefix /.", syntax: "AddCommand(CommandName, LuaFunction)",
details: "Type: Function,Context: Client & Server,Introduced: v1.0"},
['`LerpVector`']: {name: "LerpVector", description: "Interpolates between vector
A and vector B with the parameter t. ", syntax: "LerpVector(t, aX, aY, aZ, bX, bY,
bZ)", details: "Type: Function,Context: Client & Server,Introduced: v1.0.3"},
['`AddFunctionExport`']: {name: "AddFunctionExport", description: "Exports a
function that can later be imported from another package.", syntax:
"AddFunctionExport(ExportName, ExportFunction)", details: "Type: Function,Context:
Server & Client,Introduced: v1.0"},
['`GetTimeSeconds`']: {name: "GetTimeSeconds", description: "Returns the amount
of time since the game or server started up.", syntax: "GetTimeSeconds()", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetDeltaSeconds`']: {name: "GetDeltaSeconds", description: "Gets the time
between game ticks/frames.", syntax: "GetDeltaSeconds()", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`GetTickCount`']: {name: "GetTickCount", description: "Returns the uptime of
the actual computer (not the Onset application) in milliseconds.", syntax:
"GetTickCount()", details: "Type: Function,Context: Server & Client,Introduced:
v1.0"},
['`GetServerTickRate`']: {name: "GetServerTickRate", description: "Tick rate of
the main thread. The rate is variable and depends on the load of the server. For an
empty server this is between 500Hz and 1000Hz. For 300 concurrent players the tick
rate should be above 150Hz.", syntax: "GetServerTickRate()", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`ServerExit`']: {name: "ServerExit", description: "Shutdowns the server.",
syntax: "ServerExit([, ExitMessage])", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetServerName`']: {name: "SetServerName", description: "Sets the display name
of the server.", syntax: "SetServerName(ServerName)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetServerName`']: {name: "GetServerName", description: "Gets the servers
display name.", syntax: "GetServerName()", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetMaxPlayers`']: {name: "GetMaxPlayers", description: "Gets the player slots
count", syntax: "GetMaxPlayers()", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`CreateExplosion`']: {name: "CreateExplosion", description: "Creates an
explosion at the specified coordinates.", syntax: "CreateExplosion(explosionid, x,
y, z [, dimension, soundExplosion, camShakeRadius, radialForce, damageRadius])",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`IsValidDoor`']: {name: "IsValidDoor", description: "Checks whether a given
door identifier is a valid door.", syntax: "IsValidDoor(door)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`CreateDoor`']: {name: "CreateDoor", description: "Creates stateful doors
which can be interacted with by players by pressing 'E'. Some of them are physics
doors meaning they are pushed open by running against them.", syntax:
"CreateDoor(modelid, x, y, z, rotation [, bEnableInteract])", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`DestroyDoor`']: {name: "DestroyDoor", description: "Destroys a door that was
earlier created by CreateDoor.", syntax: "DestroyDoor(door)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetDoorOpen`']: {name: "SetDoorOpen", description: "Opens or closes a door.
This is networked so every player will see the same.", syntax: "SetDoorOpen(door,
bOpen)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`IsDoorOpen`']: {name: "IsDoorOpen", description: "Checks the door state.",
syntax: "IsDoorOpen(door)", details: "Type: Function,Context: Server,Introduced:
v1.0"},
['`GetAllDoors`']: {name: "GetAllDoors", description: "Get all doors as a table.
Useful for loops.", syntax: "GetAllDoors()", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetDoorCount`']: {name: "GetDoorCount", description: "Returns the number of
doors.", syntax: "GetDoorCount()", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`GetDoorModel`']: {name: "GetDoorModel", description: "Gets the model of a
door. It's the same number that was passed to CreateDoor.", syntax:
"GetDoorModel(door)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`SetDoorLocation`']: {name: "SetDoorLocation", description: "Teleports a door
to a specified location.", syntax: "SetDoorLocation(door, x, y, z)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`GetDoorLocation`']: {name: "GetDoorLocation", description: "Gets the XYZA
vector of the specified door created earlier with CreateDoor.", syntax:
"GetDoorLocation(door)", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`SetDoorDimension`']: {name: "SetDoorDimension", description: "Sets the
dimension of this door. Players can only see doors in the same dimension. ",
syntax: "SetDoorDimension(door, dimension)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetDoorDimension`']: {name: "GetDoorDimension", description: "Gets the
dimension of this door.", syntax: "GetDoorDimension(door)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetDoorPropertyValue`']: {name: "GetDoorPropertyValue", description: "Gets a
property value for this entity. Useful to store information for individual entities
which can be accessed on client and server and across different packages.", syntax:
"GetDoorPropertyValue(door, PropertyName)", details: "Type: Function,Context:
Server & Client,Introduced: v1.1.0"},
['`SetDoorPropertyValue`']: {name: "SetDoorPropertyValue", description: "Sets a
property value for this entity. Useful to store information for individual entities
which can be accessed on client and server and across different packages.", syntax:
"SetDoorPropertyValue(door, PropertyName, Value, bSync)", details: "Type:
Function,Context: Server & Client,Introduced: v1.1.0"},
['`GetNetworkStats`']: {name: "GetNetworkStats", description: "Gets the clients'
NetworkStats", syntax: "GetNetworkStats()", details: "Type: Function,Context:
Server & Client,Introduced: v1.0"},
['`SetNPCRagdoll`']: {name: "SetNPCRagdoll", description: "Set the NPC's ragdoll
status.", syntax: "SetNPCRagdoll(npcid, bEnable)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetNPCDimension`']: {name: "SetNPCDimension", description: "Sets the
dimension of this npc. Players can only see npcs in the same dimension. ", syntax:
"SetNPCDimension(npc, dimension)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetNPCDimension`']: {name: "GetNPCDimension", description: "Gets the
dimension of this npc.", syntax: "GetNPCDimension(npc)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetNPCPropertyValue`']: {name: "SetNPCPropertyValue", description: "Sets a
property value for this entity. Useful to store information for individual entities
which can be accessed on client and server and across different packages.", syntax:
"SetNPCPropertyValue(npc, PropertyName, Value, bSync)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`GetNPCPropertyValue`']: {name: "GetNPCPropertyValue", description: "Gets a
property value for this entity.", syntax: "GetNPCPropertyValue(npc, PropertyName)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`CreateNPC`']: {name: "CreateNPC", description: "Creates a NPC.", syntax:
"CreateNPC(x, y, z, h)", details: "Type: Function,Context: Server,Introduced:
v1.0"},
['`DestroyNPC`']: {name: "DestroyNPC", description: "Destroy/remove any NPC by
its identifier.", syntax: "DestroyNPC(npc)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`IsValidNPC`']: {name: "IsValidNPC", description: "Check if specified NPC is
valid or not.", syntax: "IsValidNPC(npc)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetAllNPC`']: {name: "GetAllNPC", description: "Gets all the NPC IDs in a
table.", syntax: "GetAllNPC()", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetNPCCount`']: {name: "GetNPCCount", description: "Get the number of spawned
NPCs.", syntax: "GetNPCCount()", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`IsNPCStreamedIn`']: {name: "IsNPCStreamedIn", description: "Checks if stated
NPC is streamed in for the player", syntax: "IsNPCStreamedIn(player, npc)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`SetNPCLocation`']: {name: "SetNPCLocation", description: "__EDIT_ME__",
syntax: "SetNPCLocation(npc, x, y, z)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetNPCLocation`']: {name: "GetNPCLocation", description: "Get the NPC's
location vectors.", syntax: "GetNPCLocation(npc)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`GetNPCHealth`']: {name: "GetNPCHealth", description: "Returns NPC's health by
its identifier.", syntax: "GetNPCHealth(npc)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetNPCAnimation`']: {name: "SetNPCAnimation", description: "Plays an
animation on an NPC.", syntax: "SetNPCAnimation(npc, animation, loop)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`SetNPCHealth`']: {name: "SetNPCHealth", description: "Set the NPC health.",
syntax: "SetNPCHealth(npc, health)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetNPCHeading`']: {name: "SetNPCHeading", description: "Set's the specified
NPC's heading (rotation).", syntax: "SetNPCHeading(npc, heading)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetNPCHeading`']: {name: "GetNPCHeading", description: "Get the specified
NPC's heading (rotation).", syntax: "GetNPCHeading(npc)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`SetNPCTargetLocation`']: {name: "SetNPCTargetLocation", description: "Set the
NPC's target location where it should go towards to.", syntax:
"SetNPCTargetLocation(npc, x, y, z [, speed])", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetNPCFollowPlayer`']: {name: "SetNPCFollowPlayer", description: "Set a NPC
to follow the specified player.", syntax: "SetNPCFollowPlayer(npc, player [,
speed])", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`SetNPCFollowVehicle`']: {name: "SetNPCFollowVehicle", description: "Make a
NPC follow the vehicle.", syntax: "SetNPCFollowVehicle(npc, vehicle [, speed])",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`SetObjectDimension`']: {name: "SetObjectDimension", description: "Sets the
dimension of this object. Players can only see objects in the same dimension. ",
syntax: "SetObjectDimension(object, dimension)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetObjectDimension`']: {name: "GetObjectDimension", description: "Gets the
dimension of this object.", syntax: "GetObjectDimension(object)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetObjectPropertyValue`']: {name: "SetObjectPropertyValue", description:
"Sets a property value for this entity. Useful to store information for individual
entities which can be accessed on client and server and across different
packages.", syntax: "SetObjectPropertyValue(object, PropertyName, Value, bSync)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetObjectPropertyValue`']: {name: "GetObjectPropertyValue", description:
"Gets a property value for this entity.", syntax: "GetObjectPropertyValue(object,
PropertyName)", details: "Type: Function,Context: Server & Client,Introduced:
v1.0"},
['`CreateObject`']: {name: "CreateObject", description: "This function creates
an object at a desired location. See Objects for a list of models.", syntax:
"CreateObject(modelid, x, y, z [, rx, ry, rz, sx, sy, sz])", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`DestroyObject`']: {name: "DestroyObject", description: "Destroy an object
created with CreateObject.", syntax: "DestroyObject(object)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`IsValidObject`']: {name: "IsValidObject", description: "Check if the
specified object is valid or not.", syntax: "IsValidObject(object)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetObjectCount`']: {name: "GetObjectCount", description: "Get the number of
spawned object instances from CreateObject.", syntax: "GetObjectCount()", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`SetObjectModel`']: {name: "SetObjectModel", description: "This function
changes the model of the created object. This function calls OnObjectModelChange
event on client side.", syntax: "SetObjectModel(objectid, modelid)", details:
"Type: Function,Context: Server,Introduced: v1.1.0"},
['`GetObjectModel`']: {name: "GetObjectModel", description: "Get the object
model number ob a spawned object. See Objects.", syntax: "GetObjectModel(object)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`IsObjectStreamedIn`']: {name: "IsObjectStreamedIn", description: "CHeck
whether the specified object is streamed in or not for the player.", syntax:
"IsObjectStreamedIn(player, object)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetObjectStreamDistance`']: {name: "SetObjectStreamDistance", description:
"Set the specified object's stream distance. The distance can not be greater than
the global stream distance. If you like to view objects from far away you can spawn
them on client.", syntax: "SetObjectStreamDistance(object, distance)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`SetObjectLocation`']: {name: "SetObjectLocation", description: "Change the
specified object's location.", syntax: "SetObjectLocation(object, x, y, z)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetObjectLocation`']: {name: "GetObjectLocation", description: "Returns the
object's XYZ location.", syntax: "GetObjectLocation(object)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`SetObjectRotation`']: {name: "SetObjectRotation", description: "Set the
specified object's rotation.", syntax: "SetObjectRotation(object, rx, ry, rz)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetObjectRotation`']: {name: "GetObjectRotation", description: "Gets the
object rotation.", syntax: "GetObjectRotation(object)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`SetObjectScale`']: {name: "SetObjectScale", description: "Set's the size
scaling of the object.", syntax: "SetObjectScale(object, sx, sy, sz)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`SetObjectAttached`']: {name: "SetObjectAttached", description: "Attaches an
object to another entity.", syntax: "SetObjectAttached(object, attachtype,
attachid, x, y, z [, rx, ry, rz, SocketName])", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetObjectScale`']: {name: "GetObjectScale", description: "Gets the object
scale.", syntax: "GetObjectScale(object)", details: "Type: Function,Context: Server
& Client,Introduced: v1.0"},
['`SetObjectDetached`']: {name: "SetObjectDetached", description: "Detach an
already attached object.", syntax: "SetObjectDetached(object)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`IsObjectAttached`']: {name: "IsObjectAttached", description: "Check if the
specified object is attached or not.", syntax: "IsObjectAttached(object)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`GetObjectAttachmentInfo`']: {name: "GetObjectAttachmentInfo", description:
"Gets information on this attached object.", syntax:
"GetObjectAttachmentInfo(object)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`IsObjectMoving`']: {name: "IsObjectMoving", description: "Check if an object
is moving or not.", syntax: "IsObjectMoving(object)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetObjectMoveTo`']: {name: "SetObjectMoveTo", description: "Set the object to
move to the specified coordinates.", syntax: "SetObjectMoveTo(object, x, y, z [,
speed])", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`StopObjectMove`']: {name: "StopObjectMove", description: "Stop an object that
is moving.", syntax: "StopObjectMove(object)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetObjectRotateAxis`']: {name: "SetObjectRotateAxis", description: "Sets the
object to rotate around its own axis.", syntax: "SetObjectRotateAxis(object, x, y,
z)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetAllObjects`']: {name: "GetAllObjects", description: "Returns existing
object ids in a table. If you have ten thousands of objects then don't call this
too often.", syntax: "GetAllObjects()", details: "Type: Function,Context:
Server,Introduced: v1.0.3"},
['`ImportPackage`']: {name: "ImportPackage", description: "Creates a table
holding all exported functions by another package.", syntax:
"ImportPackage(PackageName)", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`StartPackage`']: {name: "StartPackage", description: "Starts a package at
runtime. The game will automatically handle downloads for new client files.",
syntax: "StartPackage(PackageName)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`StopPackage`']: {name: "StopPackage", description: "Stops a package during
runtime. If a client downloads files from it, the download will be cancelled.",
syntax: "StopPackage(PackageName, Message)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetAllPackages`']: {name: "GetAllPackages", description: "Returns the name of
packages in a table.", syntax: "GetAllPackages()", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`GetPackageFiles`']: {name: "GetPackageFiles", description: "Returns all files
that are registered with a specific package. See packages.", syntax:
"GetPackageFiles(PackageName)", details: "Type: Function,Context: Server &
Client,Introduced: v1.4.0"},
['`GetPackageName`']: {name: "GetPackageName", description: "Get name of the
package from where this function is called from.", syntax: "GetPackageName()",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`IsPackageStarted`']: {name: "IsPackageStarted", description: "Checks whether
a package is started.", syntax: "IsPackageStarted(PackageName)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`AddEvent`']: {name: "AddEvent", description: "Adds a function as event
handler which will be called when a certain event occurs. Multiple functions can be
bound to a single event.", syntax: "AddEvent(EventName, LuaFunction)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`CallEvent`']: {name: "CallEvent", description: "The event to call by name.
Will call events in all packages.", syntax: "CallEvent(EventName [, UserArgs...])",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`AddRemoteEvent`']: {name: "AddRemoteEvent", description: "Register a remote
event that can then be called from server to client or vice versa using
CallRemoteEvent", syntax: "AddRemoteEvent(RemoteEventName, LuaFunction)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`CallRemoteEvent`']: {name: "CallRemoteEvent", description: "Calls a remote
event on the remote machine. The server can call remote events for any connected
player. Players (clients) can only call remote events on the server. Events are
guaranteed to execute in the order sent. Keep in mind that it takes time to reach
the remote machine as it's send over the network.Remote events are independent of
packages meaning you can call remote events across different packages.", syntax:
"CallRemoteEvent(player, EventName [, LuaArgs...])", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`BroadcastRemoteEvent`']: {name: "BroadcastRemoteEvent", description: "This
function has the same functionality as CallRemoteEvent. The difference is that this
function can call a remote event on all connected players.", syntax:
"BroadcastRemoteEvent(EventName [, LuaArgs...])", details: "Type: Function,Context:
Server,Introduced: v1.4.0"},
['`SetPickupDimension`']: {name: "SetPickupDimension", description: "Sets the
dimension of this pickup. Players can only see pickups in the same dimension. ",
syntax: "SetPickupDimension(pickup, dimension)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetPickupDimension`']: {name: "GetPickupDimension", description: "Gets the
dimension of this pickup.", syntax: "GetPickupDimension(pickup)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetPickupPropertyValue`']: {name: "SetPickupPropertyValue", description:
"Sets a property value for this entity. Useful to store information for individual
entities which can be accessed on client and server and across different
packages.", syntax: "SetPickupPropertyValue(pickup, PropertyName, Value, bSync)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetPickupPropertyValue`']: {name: "GetPickupPropertyValue", description:
"Gets a property value for this entity.", syntax: "GetPickupPropertyValue(pickup,
PropertyName)", details: "Type: Function,Context: Server & Client,Introduced:
v1.0"},
['`SetPickupVisibleForPlayers`']: {name: "SetPickupVisibleForPlayers",
description: "Set pickup visible only for a certain array of players", syntax:
"SetPickupVisibleForPlayers(Pickup, Players)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetAllPickups`']: {name: "GetAllPickups", description: "This function gets
all the pickup IDs in a table.", syntax: "GetAllPickups()", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetPickupCount`']: {name: "GetPickupCount", description: "Gets the created
pickup count.", syntax: "GetPickupCount()", details: "Type: Function,Context:
Server & Client,Introduced: v1.0"},
['`CreatePickup`']: {name: "CreatePickup", description: "Creates an object that
spins around its axis. When a player picks it up an event OnPlayerPickupHit is
called.", syntax: "CreatePickup(modelid, x, y, z)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`DestroyPickup`']: {name: "DestroyPickup", description: "Destroy a pickup
created with CreatePickup.", syntax: "DestroyPickup(pickup)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`IsValidPickup`']: {name: "IsValidPickup", description: "Check if the
specified pickup is valid or not.", syntax: "IsValidPickup(pickup)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`SetPickupScale`']: {name: "SetPickupScale", description: "Set's the size
scaling of the pickup.", syntax: "SetPickupScale(pickup, sx, sy, sz)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`GetPickupScale`']: {name: "GetPickupScale", description: "Get the specified
pickup scaling.", syntax: "GetPickupScale(pickup)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetPickupVisibility`']: {name: "SetPickupVisibility", description: "Set the
pickup visibility for players.", syntax: "SetPickupVisibility(pickup, player,
bVisible)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`SetPickupLocation`']: {name: "SetPickupLocation", description: "Set a new
location for a pickup.", syntax: "SetPickupLocation(pickup, x, y, z)", details:
"Type: Function,Context: Server,Introduced: v1.1.0"},
['`GetPlayerBySteamId`']: {name: "GetPlayerBySteamId", description: "Gets a
player by SteamID.", syntax: "GetPlayerBySteamId(steamid)", details: "Type:
Function,Context: Server,Introduced: v1.0.3"},
['`SetPlayerRagdoll`']: {name: "SetPlayerRagdoll", description: "Set the
specified player's ragdoll.", syntax: "SetPlayerRagdoll(playerid, bEnable)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`SetPlayerDimension`']: {name: "SetPlayerDimension", description: "Sets the
dimension (Virtual World) of this player. Players can only see players and other
entities in the same dimension.", syntax: "SetPlayerDimension(player, dimension)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetPlayerDimension`']: {name: "GetPlayerDimension", description: "Gets the
dimension of this player set with SetPlayerDimension", syntax:
"GetPlayerDimension(player)", details: "Type: Function,Context: Server,Introduced:
v1.0"},
['`SetPlayerPropertyValue`']: {name: "SetPlayerPropertyValue", description:
"Sets a property value for this entity. Useful to store information for individual
entities which can be accessed on client and server and across different
packages.", syntax: "SetPlayerPropertyValue(player, PropertyName, Value[, bSync])",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetPlayerPropertyValue`']: {name: "GetPlayerPropertyValue", description:
"Gets a property value for this entity.", syntax: "GetPlayerPropertyValue(player,
PropertyName)", details: "Type: Function,Context: Server & Client,Introduced:
v1.0"},
['`IsValidPlayer`']: {name: "IsValidPlayer", description: "Checks whether the
specified player is connected to the server or not.", syntax:
"IsValidPlayer(player)", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`GetPlayerCount`']: {name: "GetPlayerCount", description: "Gets the count of
the online players. On the client it only returns the number of streamed in
players.", syntax: "GetPlayerCount()", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`GetAllPlayers`']: {name: "GetAllPlayers", description: "Get all players on
the server. Useful for loops.", syntax: "GetAllPlayers()", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetNearestPlayer2D`']: {name: "GetNearestPlayer2D", description:
"__EDIT_ME__", syntax: "GetNearestPlayer2D(x, y)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetPlayersInRange2D`']: {name: "GetPlayersInRange2D", description: "Gets the
players in the specified range of XY in a table. An important function which
replaces the use of looping through all players and then checking if they are in
the specified range.", syntax: "GetPlayersInRange2D(x, y, range)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetPlayersInRange3D`']: {name: "GetPlayersInRange3D", description: "Gets the
players in the specified range of XYZ in a table. An important function which
replaces the use of looping through all players and then checking if they are in
the specified range.", syntax: "GetPlayersInRange3D(x, y, z, range)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`GetStreamedPlayersForPlayer`']: {name: "GetStreamedPlayersForPlayer",
description: "Returns the list of players streamed to the specified player.",
syntax: "GetStreamedPlayersForPlayer(player)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetPlayerName`']: {name: "SetPlayerName", description: "Sets a players name
which will appear on the nametag. Overrides the Steam nickname.", syntax:
"SetPlayerName(player, name)", details: "Type: Function,Context: Server,Introduced:
v1.0"},
['`GetPlayerName`']: {name: "GetPlayerName", description: "Get a players Steam
nickname/username.", syntax: "GetPlayerName(player)", details: "Type:
Function,Context: Client & Server,Introduced: v1.0"},
['`GetPlayerSteamId`']: {name: "GetPlayerSteamId", description: "Get the 64-bit
Steam identifier of a player. Only works after OnPlayerSteamAuth was called.",
syntax: "GetPlayerSteamId(player)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetPlayerNetworkStats`']: {name: "GetPlayerNetworkStats", description: "Gets
the clients' NetworkStats", syntax: "GetPlayerNetworkStats(player)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`SetPlayerSpawnLocation`']: {name: "SetPlayerSpawnLocation", description:
"Sets the spawn location for where the player will spawn after dying. Use
SetPlayerLocation to instantly set a location.", syntax:
"SetPlayerSpawnLocation(player, x, y, z, h)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`IsPlayerStreamedIn`']: {name: "IsPlayerStreamedIn", description: "Check if
the player B (otherid) is streamed in for player A (player).", syntax:
"IsPlayerStreamedIn(player, otherid)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetPlayerVoiceRange`']: {name: "SetPlayerVoiceRange", description: "Sets the
voice range of a player.", syntax: "SetPlayerVoiceRange(player, range)", details:
"Type: Function,Context: Server,Introduced: v1.4.1"},
['`SetPlayerVoiceChannel`']: {name: "SetPlayerVoiceChannel", description: "Adds
or removes a player from a voice channel. Players in the same channel will hear
each other. Channel 0 is the default 3D world channel where players are added
automatically on join. Other channels have their sound in 2D.", syntax:
"SetPlayerVoiceChannel(player, channel, enable)", details: "Type: Function,Context:
Server,Introduced: v1.1.0"},
['`IsPlayerVoiceChannel`']: {name: "IsPlayerVoiceChannel", description: "Tests
if a player is in a voice channel. Use SetPlayerVoiceChannel to set them.", syntax:
"IsPlayerVoiceChannel(player, channel)", details: "Type: Function,Context:
Server,Introduced: v1.1.0"},
['`SetPlayerVoiceEnabled`']: {name: "SetPlayerVoiceEnabled", description:
"Enable a player's voice chat.", syntax: "SetPlayerVoiceEnabled(playerid,
bEnable)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`IsPlayerVoiceEnabled`']: {name: "IsPlayerVoiceEnabled", description: "Check
if the specified player has voice chat enabled or not.", syntax:
"IsPlayerVoiceEnabled(playerid)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`IsPlayerTalking`']: {name: "IsPlayerTalking", description: "Check if a player
is talking or not.", syntax: "IsPlayerTalking(player)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`AddPlayerChat`']: {name: "AddPlayerChat", description: "Adds (or sends) the
specified player or client a message.", syntax: "AddPlayerChat(player, message)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`AddPlayerChatRange`']: {name: "AddPlayerChatRange", description: "Add (or
send) a chat message to everyone in the specified range.", syntax:
"AddPlayerChatRange(x, y, range, message)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`AddPlayerChatAll`']: {name: "AddPlayerChatAll", description: "Add (or send) a
chat message to everyone on the server.", syntax: "AddPlayerChatAll(message)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetPlayerState`']: {name: "GetPlayerState", description: "Get the player ped
state.", syntax: "GetPlayerState(player)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetPlayerMovementMode`']: {name: "GetPlayerMovementMode", description:
"Returns the players movement mode", syntax: "GetPlayerMovementMode(player)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetPlayerMovementSpeed`']: {name: "GetPlayerMovementSpeed", description: "Get
the player's movement speed.", syntax: "GetPlayerMovementSpeed(player)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`IsPlayerAiming`']: {name: "IsPlayerAiming", description: "Check if a player
is aiming or not.", syntax: "IsPlayerAiming(player)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`IsPlayerReloading`']: {name: "IsPlayerReloading", description: "Check if a
player is reloading a gun or not.", syntax: "IsPlayerReloading(player)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetPlayerVehicle`']: {name: "GetPlayerVehicle", description: "Returns the
vehicle identifier the player is in.", syntax: "GetPlayerVehicle(player)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetPlayerVehicleSeat`']: {name: "GetPlayerVehicleSeat", description: "Gets
the vehicle seat a player is.", syntax: "GetPlayerVehicleSeat(player)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`SetPlayerInVehicle`']: {name: "SetPlayerInVehicle", description: "With this
function you can put players inside vehicles or use it to change their seats",
syntax: "SetPlayerInVehicle(player, vehicle [, seat])", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`RemovePlayerFromVehicle`']: {name: "RemovePlayerFromVehicle", description:
"Used to kick players from vehicles/force exit", syntax:
"RemovePlayerFromVehicle(player)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetPlayerLocation`']: {name: "SetPlayerLocation", description: "Set the
specified client's location.", syntax: "SetPlayerLocation(player, x, y, z)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetPlayerLocation`']: {name: "GetPlayerLocation", description: "Get the
specified client's location.", syntax: "GetPlayerLocation(player)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`SetPlayerWeaponStat`']: {name: "SetPlayerWeaponStat", description: "Modifies
a weapon stat per player.", syntax: "SetPlayerWeaponStat(player, weaponid, stat,
value)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`SetPlayerWeapon`']: {name: "SetPlayerWeapon", description: "Gives the player
a weapon.", syntax: "SetPlayerWeapon(player, weapon_model, ammo, equip, weapon_slot
[, bLoaded])", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetPlayerWeapon`']: {name: "GetPlayerWeapon", description: "Returns the
specified player's weapon id, ammo, ammo in magazine in the specified weapon
slot.", syntax: "GetPlayerWeapon(player [, weaponslot])", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`GetPlayerEquippedWeaponSlot`']: {name: "GetPlayerEquippedWeaponSlot",
description: "Returns the slot the player currently has equiped", syntax:
"GetPlayerEquippedWeaponSlot(player)", details: "Type: Function,Context: Client &
Server,Introduced: v1.0"},
['`EquipPlayerWeaponSlot`']: {name: "EquipPlayerWeaponSlot", description: "Equip
the specified weapon slot for the specified player.", syntax:
"EquipPlayerWeaponSlot(player, weaponslot)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetPlayerEquippedWeapon`']: {name: "GetPlayerEquippedWeapon", description:
"Get the specified player's equiped weapon Id.", syntax:
"GetPlayerEquippedWeapon(player)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetPlayerHeading`']: {name: "SetPlayerHeading", description: "Sets players
heading (yaw rotation)", syntax: "SetPlayerHeading(player, heading)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`GetPlayerHeading`']: {name: "GetPlayerHeading", description: "Get the
specified player's heading (rotation).", syntax: "GetPlayerHeading(player)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`SetPlayerSpectate`']: {name: "SetPlayerSpectate", description: "Toggle the
player spectate mode.", syntax: "SetPlayerSpectate(player, bSpectate)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`IsPlayerDead`']: {name: "IsPlayerDead", description: "Check if a player is
dead.", syntax: "IsPlayerDead(player)", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`SetPlayerHealth`']: {name: "SetPlayerHealth", description: "You can set the
player's health in a range of 0 to 100 units.", syntax: "SetPlayerHealth(player,
health)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetPlayerHealth`']: {name: "GetPlayerHealth", description: "Get the specified
player's health.", syntax: "GetPlayerHealth(player)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`SetPlayerArmor`']: {name: "SetPlayerArmor", description: "Set the armor of
the player.", syntax: "SetPlayerArmor(player, armor)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetPlayerArmor`']: {name: "GetPlayerArmor", description: "Get the armor
health of the specified player.", syntax: "GetPlayerArmor(player)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`SetPlayerRespawnTime`']: {name: "SetPlayerRespawnTime", description: "Sets
the time it takes for player to respawn after their death", syntax:
"SetPlayerRespawnTime(player, mstime)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetPlayerRespawnTime`']: {name: "GetPlayerRespawnTime", description: "Get the
player's respawn time set with SetPlayerRespawnTime.", syntax:
"GetPlayerRespawnTime(player)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetPlayerIP`']: {name: "GetPlayerIP", description: "Returns players IP
address", syntax: "GetPlayerIP(player)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetPlayerPing`']: {name: "GetPlayerPing", description: "Get the ping of the
specified player.", syntax: "GetPlayerPing(playerid)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`KickPlayer`']: {name: "KickPlayer", description: "Kicks a player with a
reason, colors are not supported.", syntax: "KickPlayer(player, reason)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`GetPlayerGUID`']: {name: "GetPlayerGUID", description: "The player's unique
identifier based on their computer.", syntax: "GetPlayerGUID(player)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`GetPlayerLocale`']: {name: "GetPlayerLocale", description: "Returns the
computers localization of a player. For example en_US, de_DE, etc.", syntax:
"GetPlayerLocale(player)", details: "Type: Function,Context: Server,Introduced:
v1.0"},
['`GetPlayerGameVersion`']: {name: "GetPlayerGameVersion", description: "Get the
player's game version.", syntax: "GetPlayerGameVersion(player)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetPlayerAnimation`']: {name: "SetPlayerAnimation", description: "Set the
player's animation.", syntax: "SetPlayerAnimation(player, animation)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`AttachPlayerParachute`']: {name: "AttachPlayerParachute", description:
"Attach the specified player a parachute.", syntax: "AttachPlayerParachute(player,
bAttach)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`SetPlayerHeadSize`']: {name: "SetPlayerHeadSize", description: "Sets the
player's head size.", syntax: "SetPlayerHeadSize(player, size)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetPlayerHeadSize`']: {name: "GetPlayerHeadSize", description: "Get the
player's head size set with SetPlayerHeadSize.", syntax:
"GetPlayerHeadSize(player)", details: "Type: Function,Context: Server,Introduced:
v1.0"},
['`SetText3DDimension`']: {name: "SetText3DDimension", description: "Sets the
dimension of this text3d. Players can only see 3D texts in the same dimension. ",
syntax: "SetText3DDimension(text3d, dimension)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetText3DPropertyValue`']: {name: "SetText3DPropertyValue", description:
"Sets a property value for this entity. Useful to store information for individual
entities which can be accessed on client and server and across different
packages.", syntax: "SetText3DPropertyValue(text3d, PropertyName, Value, bSync)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetText3DDimension`']: {name: "GetText3DDimension", description: "Gets the
dimension of this text3d.", syntax: "GetText3DDimension(text3d)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetText3DPropertyValue`']: {name: "GetText3DPropertyValue", description:
"Gets a property value for this entity.", syntax: "GetText3DPropertyValue(text3d,
PropertyName)", details: "Type: Function,Context: Server & Client,Introduced:
v1.0"},
['`GetText3DCount`']: {name: "GetText3DCount", description: "Returns the number
of text 3D created.", syntax: "GetText3DCount()", details: "Type: Function,Context:
Server & Client,Introduced: v1.0"},
['`GetAllText3D`']: {name: "GetAllText3D", description: "Get all text 3D on the
server. Useful for loops.", syntax: "GetAllText3D()", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`CreateText3D`']: {name: "CreateText3D", description: "Creates a 3d text
(hologram) which always faces the player camera, only visible from certain range",
syntax: "CreateText3D(text, size, x, y, z, rx, ry, rz)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`DestroyText3D`']: {name: "DestroyText3D", description: "Destroys the
specified 3D text label.", syntax: "DestroyText3D(text3d)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`IsValidText3D`']: {name: "IsValidText3D", description: "Check if the text 3d
is valid or not.", syntax: "IsValidText3D(text3d)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetText3DAttached`']: {name: "SetText3DAttached", description: "Attaches a 3D
Text to another entity.", syntax: "SetText3DAttached(text3d, attachtype, attachid,
x, y, z [, rx, ry, rz, SocketName])", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetText3DVisibility`']: {name: "SetText3DVisibility", description: "Set the
text3d visibility for players.", syntax: "SetText3DVisibility(pickup, text3d,
bVisible)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`SetText3DText`']: {name: "SetText3DText", description: "Updates a 3D Text
label created earlier with CreateText3D.", syntax: "SetText3DText(text3d, text)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`Delay`']: {name: "Delay", description: "Create a delayed function just like a
timer but only once. (DelayFor)", syntax: "Delay(Milliseconds, LuaFunction [,
UserArgs])", details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetTimerCount`']: {name: "GetTimerCount", description: "Gets the created
timers count.", syntax: "GetTimerCount()", details: "Type: Function,Context: Server
& Client,Introduced: v1.0"},
['`GetAllTimers`']: {name: "GetAllTimers", description: "Get all timers on the
server/ client.", syntax: "GetAllTimers()", details: "Type: Function,Context:
Server & Client,Introduced: v1.0"},
['`IsValidTimer`']: {name: "IsValidTimer", description: "Check if the timer
identifier specified is valid or not.", syntax: "IsValidTimer(timer)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`CreateTimer`']: {name: "CreateTimer", description: "Creates a timer to call a
latent function.", syntax: "CreateTimer(LuaFunction, Interval [, UserArgs])",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`CreateCountTimer`']: {name: "CreateCountTimer", description: "Creates a
countdown timer.", syntax: "CreateCountTimer(LuaFunction, Interval, Count [,
UserArgs])", details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`DestroyTimer`']: {name: "DestroyTimer", description: "Destroys a timer
created with CreateTimer or CreateCountTimer.", syntax: "DestroyTimer(timer)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`PauseTimer`']: {name: "PauseTimer", description: "Pauses the specified
timer.", syntax: "PauseTimer(timer)", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`UnpauseTimer`']: {name: "UnpauseTimer", description: "Unpause an already
paused timer with this function.", syntax: "UnpauseTimer(timer)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`GetTimerRemainingTime`']: {name: "GetTimerRemainingTime", description: "Gets
the specified timer's remaining time.", syntax: "GetTimerRemainingTime(timer)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetVehicleLicensePlate`']: {name: "GetVehicleLicensePlate", description:
"Gets the vehicle license plate text.", syntax: "GetVehicleLicensePlate(vehicle)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`SetVehicleDimension`']: {name: "SetVehicleDimension", description: "Sets the
dimension of this vehicle. Players can only see vehicles in the same dimension. ",
syntax: "SetVehicleDimension(vehicle, dimension)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetVehicleDimension`']: {name: "GetVehicleDimension", description: "Gets the
dimension of this vehicle.", syntax: "GetVehicleDimension(vehicle)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`SetVehiclePropertyValue`']: {name: "SetVehiclePropertyValue", description:
"Sets a property value for this entity. Useful to store information for individual
entities which can be accessed on client and server and across different
packages.", syntax: "SetVehiclePropertyValue(vehicle, PropertyName, Value, bSync)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetVehiclePropertyValue`']: {name: "GetVehiclePropertyValue", description:
"Gets a property value for this entity.", syntax: "GetVehiclePropertyValue(vehicle,
PropertyName)", details: "Type: Function,Context: Server & Client,Introduced:
v1.0"},
['`GetVehicleCount`']: {name: "GetVehicleCount", description: "Returns the
number of vehicles.", syntax: "GetVehicleCount()", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`GetAllVehicles`']: {name: "GetAllVehicles", description: "Get all the vehicle
identifiers in a table.", syntax: "GetAllVehicles()", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetVehicleModel`']: {name: "GetVehicleModel", description: "Get the vehicle
model id.", syntax: "GetVehicleModel(vehicle)", details: "Type: Function,Context:
Server & Client,Introduced: v1.0"},
['`GetVehicleModelName`']: {name: "GetVehicleModelName", description: "Returns
the name of the vehicle model by its ID", syntax: "GetVehicleModelName(vehicle)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`SetVehicleRespawnParams`']: {name: "SetVehicleRespawnParams", description:
"Set the per-vehicle respawn parameters.", syntax:
"SetVehicleRespawnParams(vehicle, EnableRespawn [, RespawnTime, RepairOnRespawn])",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`IsVehicleStreamedIn`']: {name: "IsVehicleStreamedIn", description: "Check if
the player has the specified vehicle streamed in.", syntax:
"IsVehicleStreamedIn(player, vehicle)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`SetVehicleLocation`']: {name: "SetVehicleLocation", description: "Teleports a
vehicle to a specified location.", syntax: "SetVehicleLocation(vehicle, x, y, z)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetStreamedVehiclesForPlayer`']: {name: "GetStreamedVehiclesForPlayer",
description: "Returns the array with vehicles streamed for the player.", syntax:
"GetStreamedVehiclesForPlayer(player)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetVehicleLocation`']: {name: "GetVehicleLocation", description: "Get the
vehicle's location.", syntax: "GetVehicleLocation(vehicle)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`SetVehicleRotation`']: {name: "SetVehicleRotation", description: "Sets the
vehicle rotation.", syntax: "SetVehicleRotation(vehicle, x, y, z)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetVehicleRotation`']: {name: "GetVehicleRotation", description: "Returns the
vehicle rotation (pitch, yaw and roll) of the specified vehicle.", syntax:
"GetVehicleRotation(vehicle)", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`SetVehicleHeading`']: {name: "SetVehicleHeading", description: "Set's the
vehicle heading (rotation).", syntax: "SetVehicleHeading(vehicle, h)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`GetVehicleHeading`']: {name: "GetVehicleHeading", description: "Get the
vehicle's heading (rotation).", syntax: "GetVehicleHeading(vehicle)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`SetVehicleHealth`']: {name: "SetVehicleHealth", description: "Set the
specified health for the specified vehicle.", syntax: "SetVehicleHealth(vehicle,
health)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetVehicleHealth`']: {name: "GetVehicleHealth", description: "Returns the
specified vehicle health in float.", syntax: "GetVehicleHealth(vehicle)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`SetVehicleLicensePlate`']: {name: "SetVehicleLicensePlate", description:
"Sets the vehicle license plate text", syntax: "SetVehicleLicensePlate(vehicle,
text)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetVehicleVelocity`']: {name: "GetVehicleVelocity", description: "Returns the
vehicle's velocity vectors.", syntax: "GetVehicleVelocity(vehicle)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`CreateVehicle`']: {name: "CreateVehicle", description: "This function creates
a vehicle at a desired location.", syntax: "CreateVehicle(modelid, x, y, z [,
heading])", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`DestroyVehicle`']: {name: "DestroyVehicle", description: "Destroys a vehicle
that was previously spawned by CreateVehicle.", syntax: "DestroyVehicle(vehicle)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`IsValidVehicle`']: {name: "IsValidVehicle", description: "Checks whether a
given vehicle identifier is a valid vehicle.", syntax: "IsValidVehicle(vehicle)",
details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetVehicleDriver`']: {name: "GetVehicleDriver", description: "Get the driver
(player identifier) of a given vehicle. Use GetVehiclePassenger to get any vehicle
occupant.", syntax: "GetVehicleDriver(vehicle)", details: "Type: Function,Context:
Server & Client,Introduced: v1.0"},
['`GetVehiclePassenger`']: {name: "GetVehiclePassenger", description: "Get any
occupant of a vehicle at a given seat.", syntax: "GetVehiclePassenger(vehicle,
seat)", details: "Type: Function,Context: Server & Client,Introduced: v1.0"},
['`GetVehicleNumberOfSeats`']: {name: "GetVehicleNumberOfSeats", description:
"Returns the amount of seats a given vehicle has.", syntax:
"GetVehicleNumberOfSeats(vehicle)", details: "Type: Function,Context: Server &
Client,Introduced: v1.0"},
['`SetVehicleColor`']: {name: "SetVehicleColor", description: "Sets the color of
a given vehicle.", syntax: "SetVehicleColor(vehicle, IntColor)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetVehicleColor`']: {name: "GetVehicleColor", description: "Get the specified
vehicle's color.", syntax: "GetVehicleColor(vehicle)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetVehicleAngularVelocity`']: {name: "SetVehicleAngularVelocity",
description: "Set the vehicle's angular (rotational) velocity.", syntax:
"SetVehicleAngularVelocity(vehicle, x, y, z [, reset])", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`SetVehicleLinearVelocity`']: {name: "SetVehicleLinearVelocity", description:
"Set the vehicle's linear velocity.", syntax: "SetVehicleLinearVelocity(vehicle, x,
y, z [, reset])", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetVehicleGear`']: {name: "GetVehicleGear", description: "Get the vehicle's
gear.", syntax: "GetVehicleGear(vehicle)", details: "Type: Function,Context: Server
& Client,Introduced: v1.0"},
['`SetVehicleHoodRatio`']: {name: "SetVehicleHoodRatio", description: "Sets a
vehicles hood to a specific open ratio.", syntax: "SetVehicleHoodRatio(vehicle,
openRatio)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetVehicleHoodRatio`']: {name: "GetVehicleHoodRatio", description: "Get the
vehicle's hood ratio.", syntax: "GetVehicleHoodRatio(vehicle)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`SetVehicleTrunkRatio`']: {name: "SetVehicleTrunkRatio", description: "Set the
vehicle's trunk ratio.", syntax: "SetVehicleTrunkRatio(vehicle, openRatio)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`GetVehicleTrunkRatio`']: {name: "GetVehicleTrunkRatio", description: "Get the
vehicle's trunk ratio.", syntax: "GetVehicleTrunkRatio(vehicle)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`StartVehicleEngine`']: {name: "StartVehicleEngine", description: "Used to
start vehicle engine", syntax: "StartVehicleEngine(vehicle)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`StopVehicleEngine`']: {name: "StopVehicleEngine", description: "Used to stop
vehicle engine", syntax: "StopVehicleEngine(vehicle)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`GetVehicleEngineState`']: {name: "GetVehicleEngineState", description: "Get
the vehicle's engine state.", syntax: "GetVehicleEngineState(vehicle)", details:
"Type: Function,Context: Server & Client,Introduced: v1.0"},
['`SetVehicleLightEnabled`']: {name: "SetVehicleLightEnabled", description:
"This function toggles the vehicle's lights.", syntax:
"SetVehicleLightEnabled(vehicle, enabled)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetVehicleLightState`']: {name: "GetVehicleLightState", description: "Get the
vehicle's light state.", syntax: "GetVehicleLightState(vehicle)", details: "Type:
Function,Context: Server & Client,Introduced: v1.0"},
['`SetVehicleDamage`']: {name: "SetVehicleDamage", description: "Sets the
vehicle damage for a specific part/region of the vehicle. ", syntax:
"SetVehicleDamage(vehicle, damageIndex, damage)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`GetVehicleDamage`']: {name: "GetVehicleDamage", description: "Returns the
vehicle damage for a specific part/region of the vehicle.", syntax:
"GetVehicleDamage(vehicle, damageIndex)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`AttachVehicleNitro`']: {name: "AttachVehicleNitro", description:
"Enables/Disables vehicle nitro function.", syntax: "AttachVehicleNitro(vehicle [,
attach])", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`EnableVehicleBackfire`']: {name: "EnableVehicleBackfire", description:
"Enables/Disables vehicle backfire effects.", syntax:
"EnableVehicleBackfire(vehicle [, enable])", details: "Type: Function,Context:
Server,Introduced: v1.2"},
['`url_encode`']: {name: "url_encode", description: "Encodes your string so it
is safe to send with an URL.", syntax: "url_encode(str)", details: "Type:
Function,Context: Server,Introduced: v1.0.3"},
['`http_count`']: {name: "http_count", description: "Gets amount currently
existing http requests.", syntax: "http_count()", details: "Type: Function,Context:
Server,Introduced: v1.0.3"},
['`http_get_all`']: {name: "http_get_all", description: "Gets all http identifer
in a table.", syntax: "http_get_all()", details: "Type: Function,Context:
Server,Introduced: v1.0.3"},
['`http_is_valid`']: {name: "http_is_valid", description: "Checks if this http
identifier is valid.", syntax: "http_is_valid(http)", details: "Type:
Function,Context: Server,Introduced: v1.0.3"},
['`http_create`']: {name: "http_create", description: "Creates a new http
identifier that you can use to send requests. Call http_destroy if you no longer
need an identifier.", syntax: "http_create()", details: "Type: Function,Context:
Server,Introduced: v1.0.3"},
['`http_destroy`']: {name: "http_destroy", description: "Destroys an identifier.
You must always call this if you no longer need the http request.", syntax:
"http_destroy(http)", details: "Type: Function,Context: Server,Introduced:
v1.0.3"},
['`http_is_error`']: {name: "http_is_error", description: "After request was
made, this function returns if an error occured. The error can be retrieved by
http_result_error.", syntax: "http_is_error(http)", details: "Type:
Function,Context: Server,Introduced: v1.0.3"},
['`http_result_error`']: {name: "http_result_error", description: "Returns any
error after a request was made.", syntax: "http_result_error(http)", details:
"Type: Function,Context: Server,Introduced: v1.0.3"},
['`http_result_body`']: {name: "http_result_body", description: "Returns the
result body after a request was made.", syntax: "http_result_body(http)", details:
"Type: Function,Context: Server,Introduced: v1.0.3"},
['`http_result_header`']: {name: "http_result_header", description: "Returns the
result header after a request was made.", syntax: "http_result_header(http)",
details: "Type: Function,Context: Server,Introduced: v1.0.3"},
['`http_result_status`']: {name: "http_result_status", description: "Returns the
http status code after a request was made.", syntax: "http_result_status(http)",
details: "Type: Function,Context: Server,Introduced: v1.0.3"},
['`http_set_protocol`']: {name: "http_set_protocol", description: "Sets the http
protocol.", syntax: "http_set_protocol(http, protocol)", details: "Type:
Function,Context: Server,Introduced: v1.0.3"},
['`http_set_resolver_protocol`']: {name: "http_set_resolver_protocol",
description: "Sets if the host should be resolved over IPv4 or IPv6. By default
"any" will take whatever address is available", syntax:
"http_set_resolver_protocol(http, protocol)", details: "Type: Function,Context:
Server,Introduced: v1.0.3"},
['`http_set_host`']: {name: "http_set_host", description: "Sets the host of this
request which is basically the domain or IP of the remote end.", syntax:
"http_set_host(http, host)", details: "Type: Function,Context: Server,Introduced:
v1.0.3"},
['`http_set_port`']: {name: "http_set_port", description: "Sets the port of this
request. For HTTP this should be 80, for HTTPS 443.", syntax: "http_set_port(http,
port)", details: "Type: Function,Context: Server,Introduced: v1.0.3"},
['`http_set_target`']: {name: "http_set_target", description: "Sets the request
target which is basically the path that you want to access.", syntax:
"http_set_target(http, target)", details: "Type: Function,Context:
Server,Introduced: v1.0.3"},
['`http_set_verb`']: {name: "http_set_verb", description: "Sets the request
method for this http request.", syntax: "http_set_verb(http, verb)", details:
"Type: Function,Context: Server,Introduced: v1.0.3"},
['`http_set_timeout`']: {name: "http_set_timeout", description: "Sets the
timeout in milliseconds for this request.", syntax: "http_set_timeout(http,
timeout)", details: "Type: Function,Context: Server,Introduced: v1.0.3"},
['`http_set_verifymode`']: {name: "http_set_verifymode", description: "If this
is an https request this setting controls of the peer certificate is verified.)",
syntax: "http_set_verifymode(http, verifymode)", details: "Type: Function,Context:
Server,Introduced: v1.0.3"},
['`http_set_version`']: {name: "http_set_version", description: "Sets the http
version used for this request. (Default: 11 (http 1.1))", syntax:
"http_set_version(http, version)", details: "Type: Function,Context:
Server,Introduced: v1.0.3"},
['`http_set_keepalive`']: {name: "http_set_keepalive", description: "Sets if
this request should have the keep alive flag. (Default: false)", syntax:
"http_set_keepalive(http, keepalive)", details: "Type: Function,Context:
Server,Introduced: v1.0.3"},
['`http_set_field`']: {name: "http_set_field", description: "Sets a field with a
value in this request.", syntax: "http_set_field(http, field, value)", details:
"Type: Function,Context: Server,Introduced: v1.0.3"},
['`http_set_body`']: {name: "http_set_body", description: "Sets the request
body.", syntax: "http_set_body(http, body)", details: "Type: Function,Context:
Server,Introduced: v1.0.3"},
['`http_send`']: {name: "http_send", description: "Sends an http request.",
syntax: "http_send(http [, LuaFunction, UserArgs...])", details: "Type:
Function,Context: Server,Introduced: v1.0.3"},
['`DoesPakExist`']: {name: "DoesPakExist", description: "Checks if a pak with
the specified name exists.", syntax: "DoesPakExist(PakName)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`LoadPak`']: {name: "LoadPak", description: "Loads a .pak file.", syntax:
"LoadPak(PakName [, RootPath, ContentPath])", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`ReplaceObjectModelMesh`']: {name: "ReplaceObjectModelMesh", description:
"Replaces a model on the known object model list. Will not replace already spawned
objects. So call this before any object spawns.", syntax:
"ReplaceObjectModelMesh(ModelId, PathToMesh)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`ReplaceAnimationLibrarySequence`']: {name: "ReplaceAnimationLibrarySequence",
description: "Replaces or adds a new animation sequence in the animation library.
These affect the animations that can be set with SetPlayerAnimation", syntax:
"ReplaceAnimationLibrarySequence(AnimationId, PathToNewAnimiation [, LoopCount,
bLayeredBlendSpine] )", details: "Type: Function,Context: Client,Introduced:
v1.2.2"},
['`GetAllFilesInPak`']: {name: "GetAllFilesInPak", description: "Returns all
files that are found inside a pak file.", syntax: "GetAllFilesInPak(PakName)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`SetStorageValue`']: {name: "SetStorageValue", description: "Can be used to
save/read a variable/value on the client. Useful for some settings.", syntax:
"SetStorageValue(key, value)", details: "Type: Function,Context: Client,Introduced:
v1.4.2"},
['`IsGameDevMode`']: {name: "IsGameDevMode", description: "Checks whether the
game is in development mode. The development mode can be enabled by passing the
-dev argument to the game executable.", syntax: "IsGameDevMode()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetStorageValue`']: {name: "GetStorageValue", description: "Can be used to
save/read a variable/value on the client. Useful for some settings.", syntax:
"GetStorageValue(key)", details: "Type: Function,Context: Client,Introduced:
v1.4.2"},
['`IsPlayerInMainMenu`']: {name: "IsPlayerInMainMenu", description: "Check if
the client is in main menu. Can be used to make a pause system.", syntax:
"IsPlayerInMainMenu()", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`InvokeDamageFX`']: {name: "InvokeDamageFX", description: "Invokes the visual
damage effect for the client screen.", syntax: "InvokeDamageFX(value)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`UpdateDiscordActivity`']: {name: "UpdateDiscordActivity", description: "Sets
the discord activity. Requires "discord_client_id" to be set in the server
config.", syntax: "UpdateDiscordActivity(activity)", details: "Type:
Function,Context: Client,Introduced: v1.2.2"},
['`ConnectToServer`']: {name: "ConnectToServer", description: "Connects the game
to another server. The connection will happen on the next game tick.", syntax:
"ConnectToServer(Address, Port [, Password, LevelMap])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetNearClipPlane`']: {name: "SetNearClipPlane", description: "This function
culls triangles in a certain distance. Useful for the first person mode to hide
head attachments.", syntax: "SetNearClipPlane(distance)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`CreateSky`']: {name: "CreateSky", description: "Creates the default Onset sky
system on a custom map. This only works on custom maps.", syntax: "CreateSky()",
details: "Type: Function,Context: Client,Introduced: v1.3.0"},
['`LineTrace`']: {name: "LineTrace", description: "Trace a line through the
specified coordinates and return the HitType entity type, identifier and the impact
coordinates.", syntax: "LineTrace(sX, sY, sZ, eX, eY, eZ [, complex])", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`createtable_ex`']: {name: "createtable_ex", description: "Creates a new table
and sets the metatable.", syntax: "createtable_ex(metatable)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetCameraFoV`']: {name: "GetCameraFoV", description: "Gets clients current
FOV value", syntax: "GetCameraFoV()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetCameraFoV`']: {name: "SetCameraFoV", description: "Set the client's field
of view (FOV).", syntax: "SetCameraFoV(fov)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetDistanceSquared3D`']: {name: "GetDistanceSquared3D", description: "Get the
distance between points squared in relation to the three dimensions.", syntax:
"GetDistanceSquared3D(x, y, z, x2, y2, z2)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`VectorToRotation`']: {name: "VectorToRotation", description: "Converts the
XYZ vectors into rotation.", syntax: "VectorToRotation(x, y, z)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`RotationToVector`']: {name: "RotationToVector", description: "Converts the
given rotation into XYZ vectors.", syntax: "RotationToVector(x, y, z)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`NormalizeVector`']: {name: "NormalizeVector", description: "Normalizes a
vector. ", syntax: "NormalizeVector(x, y, z)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`IsFloatNearlyZero`']: {name: "IsFloatNearlyZero", description: "Checks if a
float value is nearly zero.", syntax: "IsFloatNearlyZero(Value)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`RandomUnitVectorInCone`']: {name: "RandomUnitVectorInCone", description:
"Returns a normalized vector (length 1) that is inside the specified cone.",
syntax: "RandomUnitVectorInCone(x, y, z, HalfAngle)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`RandomUnitVectorInEllipticalCone`']: {name:
"RandomUnitVectorInEllipticalCone", description: "Returns a normalized vector
(length 1) that is inside the specified cone.", syntax:
"RandomUnitVectorInEllipticalCone(x, y, z, MaxYaw, MaxPitch)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`UpdateStreamingLevels`']: {name: "UpdateStreamingLevels", description: "Tells
the engine to look if the level streaming needs an update. The engine does this
automatically but in some circumstances you might want to explicitly tell the
engine to update. For instance after teleporting a player far away on the map you
can call this function with a little delay of 50ms after the teleport. Sometimes
it's necessary to call it multiple times.", syntax: "UpdateStreamingLevels()",
details: "Type: Function,Context: Client,Introduced: v1.0.3"},
['`TogglePlayerTag`']: {name: "TogglePlayerTag", description: "Enables or
disables a tag above a players head.", syntax: "TogglePlayerTag(player, tagname,
toggle)", details: "Type: Function,Context: Client,Introduced: v1.1.0"},
['`SetPlayerVoiceTone`']: {name: "SetPlayerVoiceTone", description: "Switches
the player voice tone.", syntax: "SetPlayerVoiceTone(playerId, VoiceTone)",
details: "Type: Function,Context: Client,Introduced: v1.1.0"},
['`GetPlayerActor`']: {name: "GetPlayerActor", description: "Get the Unreal
Engine actor for the player. Can then be used with UnrealLua.", syntax:
"GetPlayerActor(playerid)", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`GetPlayerSkeletalMeshComponent`']: {name: "GetPlayerSkeletalMeshComponent",
description: "Gets the skeletal mesh component of a player.", syntax:
"GetPlayerSkeletalMeshComponent(player, ComponentName)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetPlayerId`']: {name: "GetPlayerId", description: "Return id of the
player.", syntax: "GetPlayerId()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetPlayerRotationRate`']: {name: "SetPlayerRotationRate", description: "Sets
the speed of the players rotation.", syntax: "SetPlayerRotationRate(RotationRate)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetPlayerRotationRate`']: {name: "GetPlayerRotationRate", description:
"__EDIT_ME__", syntax: "GetPlayerRotationRate()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetPlayerJumpZVelocity`']: {name: "SetPlayerJumpZVelocity", description:
"Sets the jump Z velocity. How high/fast a player can jump.", syntax:
"SetPlayerJumpZVelocity(JumpZVelocity)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetPlayerJumpZVelocity`']: {name: "GetPlayerJumpZVelocity", description: "Get
the jump Z velocity. Use SetPlayerJumpZVelocity to set it.", syntax:
"GetPlayerJumpZVelocity()", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`GetWeaponType`']: {name: "GetWeaponType", description: "Gets the type of a
specific weapon model. You can get the weapon model from GetPlayerWeapon.", syntax:
"GetWeaponType(WeaponModelId)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetPlayerWeaponMuzzleLocation`']: {name: "GetPlayerWeaponMuzzleLocation",
description: "Gets the muzzle location of a weapon that a specific player is
holding in world space.", syntax: "GetPlayerWeaponMuzzleLocation([, player])",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetPlayerBoneNames`']: {name: "GetPlayerBoneNames", description: "Returns a
table containing the bone names of the player skeleton dynamically. Useful for
GetPlayerBoneLocation.", syntax: "GetPlayerBoneNames()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetAllPlayersInSphere`']: {name: "GetAllPlayersInSphere", description:
"__EDIT_ME__", syntax: "GetAllPlayersInSphere(x, y, z, radius [, bIncludeSelf])",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetAllPlayersInBox`']: {name: "GetAllPlayersInBox", description: "Gets a
table of players that are inside a specific box area.", syntax:
"GetAllPlayersInBox(x, y, z, bx, by, bz [, bIncludeSelf])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetTerrainHeight`']: {name: "GetTerrainHeight", description: "Creates a
linetrace from the given coordiantes facing downwards and returns the Z value of
the first hit object.", syntax: "GetTerrainHeight(sX, sY, sZ)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`EnableFirstPersonCamera`']: {name: "EnableFirstPersonCamera", description:
"Switches the player camera between 1st and 3rd person.", syntax:
"EnableFirstPersonCamera(bEnable)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`IsFirstPersonCamera`']: {name: "IsFirstPersonCamera", description: "Check if
the first person camera is enabled from EnableFirstPersonCamera.", syntax:
"IsFirstPersonCamera()", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`SetControllerOrientedMovement`']: {name: "SetControllerOrientedMovement",
description: "Makes the player mesh to control like in first person. Meaning when
you press 'S' the character won't turn backwards but rather just walk backwards.",
syntax: "SetControllerOrientedMovement(bEnable)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetStreamedPlayers`']: {name: "GetStreamedPlayers", description: "Returns a
table of player identifiers streamed in for the client.", syntax:
"GetStreamedPlayers()", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`GetPlayerBoneLocation`']: {name: "GetPlayerBoneLocation", description: "This
function returns the bone location of the player.", syntax: "{{{1}}}", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`SetPlayerOutline`']: {name: "SetPlayerOutline", description: "Creates an
outline around the player mesh.", syntax: "SetPlayerOutline(player [, bEnable])",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`SetPlayerClothingPreset`']: {name: "SetPlayerClothingPreset", description:
"This function sets a predefined clothing preset on a player. This is for people
who are not interested in setting each clothing item ClothingExample.", syntax:
"SetPlayerClothingPreset(player, clothing_preset)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`IsPlayerInVehicle`']: {name: "IsPlayerInVehicle", description: "Check if
player is in vehicle or not.", syntax: "IsPlayerInVehicle( [, player])", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetPlayerForwardVector`']: {name: "GetPlayerForwardVector", description:
"Gets the normalized forward vector.", syntax: "GetPlayerForwardVector(player)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetPlayerRightVector`']: {name: "GetPlayerRightVector", description: "Gets
the normalized right vector.", syntax: "GetPlayerRightVector(player)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetPlayerUpVector`']: {name: "GetPlayerUpVector", description: "Gets the
normalized up vector.", syntax: "GetPlayerUpVector(player)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetPlayerLipMovement`']: {name: "SetPlayerLipMovement", description: "Makes
the lips of a player look like they are talking for a second. To be used in
OnPlayerTalking.", syntax: "SetPlayerLipMovement(player)", details: "Type:
Function,Context: Client,Introduced: v1.0.3"},
['`GetVehicleActor`']: {name: "GetVehicleActor", description: "Get the Unreal
Engine actor for the Vehicle.", syntax: "GetVehicleActor(vehicleid)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`IsPlayerPlayingAnimation`']: {name: "IsPlayerPlayingAnimation", description:
"Detect if the player current plays an animation from SetPlayerAnimation.", syntax:
"IsPlayerPlayingAnimation(player)", details: "Type: Function,Context:
Client,Introduced: v1.0.3"},
['`CancelAimImmediately`']: {name: "CancelAimImmediately", description: "Cancel
the aim state when a player is aiming with a gun. To prevent a player from aiming
you can use OnPlayerToggleAim.", syntax: "CancelAimImmediately()", details: "Type:
Function,Context: Client,Introduced: v1.2.0"},
['`StartCameraFade`']: {name: "StartCameraFade", description: "Smoothly fade in
or out, setting CameraFade will overwrite any other started camera fades which were
called before. The fading will no persist after the fade duration.", syntax:
"StartCameraFade(FromAlpha, ToAlpha, Duration [, IntColor])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`StopCameraFade`']: {name: "StopCameraFade", description: "Stops the camera
fade effect.", syntax: "StopCameraFade()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`PlayCameraShake`']: {name: "PlayCameraShake", description: "Make the player's
camera shake using StopCameraShake.", syntax: "PlayCameraShake(Duration [,
BlendInTime, BlendOutTime, Scale])", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`StopCameraShake`']: {name: "StopCameraShake", description: "Stop the camera
shake of the client.", syntax: "StopCameraShake( [, bImmediate])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetCameraShakeLocation`']: {name: "SetCameraShakeLocation", description:
"__EDIT_ME__", syntax: "SetCameraShakeLocation(XAmp, XFreq, YAmp, YFreq, ZAmp,
ZFreq)", details: "Type: Function,Context: Client,Introduced: v1.0"},
['`SetCameraShakeRotation`']: {name: "SetCameraShakeRotation", description: "Set
the camera shake rotation properties.", syntax: "SetCameraShakeRotation(PitchAmp,
PitchFreq, YawAmp, YawFreq, RollAmp, RollFreq)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetCameraShakeFOV`']: {name: "SetCameraShakeFOV", description: "Set the
camera shake's field of view.", syntax: "SetCameraShakeFOV(FOVAmp, FOVFreq)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetScreenSize`']: {name: "GetScreenSize", description: "Get the client's
screen size", syntax: "GetScreenSize()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetCameraLocation`']: {name: "SetCameraLocation", description: "Set the
camera location.", syntax: "SetCameraLocation(x, y, z [, bWorldSpace])", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetCameraLocation`']: {name: "GetCameraLocation", description: "__EDIT_ME__",
syntax: "GetCameraLocation([bSpectateCamera])", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetCameraRotation`']: {name: "SetCameraRotation", description: "__EDIT_ME__",
syntax: "SetCameraRotation(pitch, yaw, roll [, bWorldSpace])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetCameraRotation`']: {name: "GetCameraRotation", description: "Get the
camera rotation", syntax: "GetCameraRotation([bSpectateCamera])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetCameraForwardVector`']: {name: "GetCameraForwardVector", description:
"__EDIT_ME__", syntax: "GetCameraForwardVector()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetCameraUpVector`']: {name: "GetCameraUpVector", description: "__EDIT_ME__",
syntax: "GetCameraUpVector()", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`GetCameraRightVector`']: {name: "GetCameraRightVector", description:
"__EDIT_ME__", syntax: "GetPlayerCameraRightVector()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetCameraViewDistance`']: {name: "SetCameraViewDistance", description: "Sets
the player's camera view distance. The default camera view distance for players on-
foot is 350.0 units.", syntax: "SetCameraViewDistance(distance)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetCameraViewDistance`']: {name: "GetCameraViewDistance", description: "Gets
the player's camera view distance.", syntax: "GetPlayerCameraViewDistance()",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`CreateWaypoint`']: {name: "CreateWaypoint", description: "Creates a waypoint
in the world. Distance is calculated automatically and shown to the player.",
syntax: "CreateWaypoint(x, y, z, text)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`DestroyWaypoint`']: {name: "DestroyWaypoint", description: "Destroys an
already created waypoint.", syntax: "DestroyWaypoint(waypointid)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetWaypointText`']: {name: "SetWaypointText", description: "Updates the
specified waypoint Id text.", syntax: "SetWaypointText(waypointId, text)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`SetWaypointLocation`']: {name: "SetWaypointLocation", description: "Sets the
specified waypoint location.", syntax: "SetWaypointLocation(waypointId, x, y, z)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetWaypointLocation`']: {name: "GetWaypointLocation", description: "Gets the
specified waypoint location.", syntax: "GetWaypointLocation(waypointId)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetAllWaypoints`']: {name: "GetAllWaypoints", description: "Gets all the
waypoint IDs in a table.", syntax: "GetAllWaypoints()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`CreateFireworks`']: {name: "CreateFireworks", description: "Creates fireworks
that shoot upwards and explode. ModelId presets contain various shapes/styles of
fireworks.", syntax: "CreateFireworks(modelid, x, y, z, rx, ry, rz)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`IsChatFocus`']: {name: "IsChatFocus", description: "Check if the chat is in
focus for the client.", syntax: "IsChatFocus()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`ShowChat`']: {name: "ShowChat", description: "To toggle the chat for the
client.", syntax: "ShowChat(show)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetChatLocation`']: {name: "SetChatLocation", description: "Set the client's
chat location position.", syntax: "SetChatLocation(x, y)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetChatLocation`']: {name: "GetChatLocation", description: "Get the player's
chat screen location.", syntax: "GetChatLocation()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`ShowWeaponHUD`']: {name: "ShowWeaponHUD", description: "Toggle the weapon
HUD.", syntax: "ShowWeaponHUD(bShow)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`ShowHealthHUD`']: {name: "ShowHealthHUD", description: "Toggle the health HUD
for the client.", syntax: "ShowHealthHUD(show)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`NotifyCrosshairHit`']: {name: "NotifyCrosshairHit", description: "Tells the
system that the crosshair should be shown/played, for example when hitting an
enemy.", syntax: "NotifyCrosshairHit()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetPostEffect`']: {name: "SetPostEffect", description: "Sets post processing
effects (SetPostProcessData).", syntax: "SetPostEffect(CategoryName, SettingName,
Value)", details: "Type: Function,Context: Client,Introduced: v1.0"},
['`AddPostProcessMaterial`']: {name: "AddPostProcessMaterial", description:
"Adds a post process material to the global post process volume. The material
itself must be loaded with in a pak file.", syntax:
"AddPostProcessMaterial(SlotName, UMaterialInterface)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`RemovePostProcessMaterial`']: {name: "RemovePostProcessMaterial",
description: "Removes a post process material that was previously added with
AddPostProcessMaterial", syntax: "RemovePostProcessMaterial(SlotName)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`DrawText`']: {name: "DrawText", description: "Draws a text on the player
screen. The X and Y axis are the screen coordinates which start from upper-left
corner instead of center.", syntax: "DrawText(x, y, text)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetDrawColor`']: {name: "SetDrawColor", description: "Sets the color that
will be used by all Draw* functions.", syntax: "SetDrawColor(IntColor)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`SetTextDrawScale`']: {name: "SetTextDrawScale", description: "Sets the draw
scale for the DrawText function.", syntax: "SetTextDrawScale(sx, sy)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetTextSize`']: {name: "GetTextSize", description: "Gets the size (width and
height) of a text.", syntax: "GetTextSize(text [, Scale])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`DrawLine`']: {name: "DrawLine", description: "Draws a line in screen space.",
syntax: "DrawLine(sX, sY, eX, eY [, thickness])", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`DrawLine3D`']: {name: "DrawLine3D", description: "Draws a line in 3d space.",
syntax: "DrawLine3D(sX, sY, sZ, eX, eY, eZ [, thickness, bForeground])", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`DrawPoint3D`']: {name: "DrawPoint3D", description: "Draws a point in 3d
space.", syntax: "DrawPoint3D(x, y, z [, PointSize, bForeground])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`DrawCircle3D`']: {name: "DrawCircle3D", description: "Draws a circle in 3d
space.", syntax: "DrawCircle3D(x, y, z, XAxisX, XAxisY, XAxisZ, YAxisX, YAxisY,
YAxisZ [, Radius, bForeground])", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`DrawBox`']: {name: "DrawBox", description: "Draws a box in screen space.",
syntax: "DrawBox(sX, sY, sW, sH [, thickness])", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`DrawRect`']: {name: "DrawRect", description: "Draw rectangle in screen
space.", syntax: "DrawRect(sX, sY, sW, sH)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`DrawTextureEx`']: {name: "DrawTextureEx", description: "Draws an UTexture on
screen. https://docs.unrealengine.com/en-
US/API/Runtime/Engine/GameFramework/AHUD/DrawTexture/index.html", syntax:
"DrawTextureEx(UTexture TextureReference, ScreenX, ScreenY, ScreenW, ScreenH,
TextureU, TextureV, TextureUWidth, TextureVHeight, TintColor, BlendMode, Scale,
bScalePosition, Rotation, RotPivot)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`DrawTexture`']: {name: "DrawTexture", description: "Draws an UTexture on
screen. https://docs.unrealengine.com/en-
US/API/Runtime/Engine/GameFramework/AHUD/DrawTextureSimple/index.html", syntax:
"DrawTexture(UTexture TextureReference, ScreenX, ScreenY, Scale, bScalePosition)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`WorldToScreen`']: {name: "WorldToScreen", description: "Projects a 3d world
location into 2d screen space location. Also returns a bool indicating whether the
3d location is actually on the screen.", syntax: "WorldToScreen(x, y, z)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`ScreenToWorld`']: {name: "ScreenToWorld", description: "Deprojects a 2D
screen space into 3D world space.", syntax: "ScreenToWorld(x, y)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`CreateTextBox`']: {name: "CreateTextBox", description: "Creates a text box on
the player's screen.", syntax: "CreateTextBox(x, y, text, justification)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`DestroyTextBox`']: {name: "DestroyTextBox", description: "Destroy a text box
created with CreateTextBox.", syntax: "DestroyTextBox(textid)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetTextBoxAnchors`']: {name: "SetTextBoxAnchors", description: "__EDIT_ME__",
syntax: "SetTextBoxAnchors(textid, MinX, MinY, MaxX, MaxY)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetTextBoxAlignment`']: {name: "SetTextBoxAlignment", description: "Sets the
textbox alignment", syntax: "SetTextBoxAlignment(textid, x, y)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetTextBoxText`']: {name: "SetTextBoxText", description: "Set the string of
the specified text box.", syntax: "SetTextBoxText(textid, text)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetOceanWaterLevel`']: {name: "SetOceanWaterLevel", description: "Sets the
ocean water level to a specific height.", syntax: "SetOceanWaterLevel(Level [,
bIncludeSwimmingVolume])", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`SetOceanColor`']: {name: "SetOceanColor", description: "Sets the upper ocean
water color, variables are integers. Use RGBA to conversion.", syntax:
"SetOceanColor(WaveScatteringColor, WaveScatteringFade, ScatteringColor, WetColor,
FogColor)", details: "Type: Function,Context: Client,Introduced: v1.0"},
['`ResetOceanColor`']: {name: "ResetOceanColor", description: "Resets the
original ocean color.", syntax: "ResetOceanColor()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`ShowMouseCursor`']: {name: "ShowMouseCursor", description: "Toggle the mouse
cursor for the client.", syntax: "ShowMouseCursor(bShow)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetMouseHitLocation`']: {name: "GetMouseHitLocation", description: "Gets the
X, Y, Z world location below the mouse cursor. This basically traces from the
position of the mouse cursor to the next colliding geometry in world space.",
syntax: "GetMouseHitLocation()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetMouseHitEntity`']: {name: "GetMouseHitEntity", description: "Get entity
type and identifier the mouse pointer hits. This basically traces from the position
of the mouse cursor to the next colliding geometry in world space. ", syntax:
"GetMouseHitEntity()", details: "Type: Function,Context: Client,Introduced: v1.0"},
['`IsMouseCursorEnabled`']: {name: "IsMouseCursorEnabled", description: "Check
if the player's mouse cursor is enabled.", syntax: "IsMouseCursorEnabled()",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`SetMouseLocation`']: {name: "SetMouseLocation", description: "Sets the
cursor's position on the screen. Only works within viewport aswell", syntax:
"SetMouseLocation(x, y)", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`GetMouseLocation`']: {name: "GetMouseLocation", description: "Gets the mouse
screen position X and Y.", syntax: "GetMouseLocation()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetMouseInputDelta`']: {name: "GetMouseInputDelta", description: "Retrieves
how far the mouse moved this frame. ", syntax: "GetMouseInputDelta()", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`DeprojectMouseLocationToWorld`']: {name: "DeprojectMouseLocationToWorld",
description: "Deproject the mouse location to the game world coordinates.", syntax:
"DeprojectMouseLocationToWorld()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetTime`']: {name: "SetTime", description: "Set the specified time for the
client.", syntax: "SetTime(time)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetSkySaturation`']: {name: "SetSkySaturation", description: "Set the sky
color saturation for the client.", syntax: "SetSkySaturation(saturation)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetTime`']: {name: "GetTime", description: "Get the client game time.",
syntax: "GetTime()", details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetSkySaturation`']: {name: "GetSkySaturation", description: "Get the sky
color saturation for the client.", syntax: "GetSkySaturation()", details: "Type:
Function,Context: Client,Introduced: v1.2.1"},
['`SetCloudSpeed`']: {name: "SetCloudSpeed", description: "Set the cloud
movement speed or the client.", syntax: "SetCloudSpeed(speed)", details: "Type:
Function,Context: Client,Introduced: v1.2.1"},
['`GetCloudSpeed`']: {name: "GetCloudSpeed", description: "Get the cloud
movement speed for the client.", syntax: "GetCloudSpeed()", details: "Type:
Function,Context: Client,Introduced: v1.2.1"},
['`SetCloudDensity`']: {name: "SetCloudDensity", description: "Sets the cloud
density for this client.", syntax: "SetCloudDensity(density)", details: "Type:
Function,Context: Client,Introduced: v1.2.1"},
['`GetCloudDensity`']: {name: "GetCloudDensity", description: "Get the sky cloud
density for the client.", syntax: "GetCloudDensity()", details: "Type:
Function,Context: Client,Introduced: v1.2.1"},
['`SetSunRadius`']: {name: "SetSunRadius", description: "Set the specified
radius of the sun for the client.", syntax: "SetSunRadius(radius)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetSunRadius`']: {name: "GetSunRadius", description: "Get the sun radius for
the client.", syntax: "GetSunRadius()", details: "Type: Function,Context:
Client,Introduced: v1.2.1"},
['`SetMoonRadius`']: {name: "SetMoonRadius", description: "Set the moon radius
in float value.", syntax: "SetMoonRadius(radius)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetMoonRadius`']: {name: "GetMoonRadius", description: "Get the moon radius
as a float value.", syntax: "GetMoonRadius()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetHeightFogDensity`']: {name: "SetHeightFogDensity", description: "Set
global fog density multiplier.", syntax: "SetHeightFogDensity(density)", details:
"Type: Function,Context: Client,Introduced: v1.4.3"},
['`GetHeightFogDensity`']: {name: "GetHeightFogDensity", description: "Get the
global fog density multiplier.", syntax: "GetHeightFogDensity()", details: "Type:
Function,Context: Client,Introduced: v1.4.3"},
['`GetPing`']: {name: "GetPing", description: "Gets the client ping.", syntax:
"GetPing()", details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetServerIP`']: {name: "GetServerIP", description: "Gets the current server
IP address.", syntax: "GetServerIP()", details: "Type: Function,Context:
Client,Introduced: v1.3.0"},
['`GetServerPort`']: {name: "GetServerPort", description: "Gets the current
server port.", syntax: "GetServerPort()", details: "Type: Function,Context:
Client,Introduced: v1.3.0"},
['`GetNPCActor`']: {name: "GetNPCActor", description: "Get the Unreal Engine
actor for the NPC.", syntax: "GetNPCActor(npcid)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetNPCBoneNames`']: {name: "GetNPCBoneNames", description: "Returns a table
containing the bone names of the NPC skeleton dynamically. Useful for
GetNPCBoneLocation.", syntax: "GetNPCBoneLocation()", details: "Type:
Function,Context: Client,Introduced: v1.0.3"},
['`GetNPCBoneLocation`']: {name: "GetNPCBoneLocation", description: "This
function returns the bone location of the NPC.", syntax: "GetNPCBoneLocation(npc,
BoneName [, BoneSpace])", details: "Type: Function,Context: Client,Introduced:
v1.0.3"},
['`GetStreamedNPC`']: {name: "GetStreamedNPC", description: "Get the streamed
NPC identifiers in a table.", syntax: "GetStreamedNPC()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetNPCSkeletalMeshComponent`']: {name: "GetNPCSkeletalMeshComponent",
description: "Gets the skeletal mesh component of an NPC.", syntax:
"GetNPCSkeletalMeshComponent(npc, ComponentName)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetNPCOutline`']: {name: "SetNPCOutline", description: "Sets the outline on
the specified NPC.", syntax: "SetNPCOutline(npc [, bEnable])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetObjectActor`']: {name: "GetObjectActor", description: "Get the Unreal
Engine actor for the Object.", syntax: "GetObjectActor(object)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetObjectModelCount`']: {name: "GetObjectModelCount", description: "Get the
amount of object models. This is basically the total number of objects from this
page Objects. ", syntax: "GetObjectModelCount()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetObjectModelGroup`']: {name: "GetObjectModelGroup", description: "Returns
the group name of an object model.", syntax: "GetObjectModelGroup(model)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetObjectModelName`']: {name: "GetObjectModelName", description: "Returns the
asset name of an object model.", syntax: "GetObjectModelName(model)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetStreamedObjects`']: {name: "GetStreamedObjects", description: "Gets the
streamed in objects for the local player.", syntax: "GetStreamedObjects( [,
bGetAttached])", details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetObjectBoundingBox`']: {name: "GetObjectBoundingBox", description: "Gets
the local bounds of the object.", syntax: "GetObjectBoundingBox(object)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetObjectSize`']: {name: "GetObjectSize", description: "Returns size of the
bounding box. (Maximum point - minimum point)", syntax: "GetObjectSize(object)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`EnableObjectHitEvents`']: {name: "EnableObjectHitEvents", description:
"Enables the OnObjectHit event.", syntax: "EnableObjectHitEvents(object [,
bEnable])", details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetObjectMass`']: {name: "GetObjectMass", description: "Gets the mass of this
object. This is an automatically calculated approximation.", syntax:
"GetObjectMass(object)", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`GetObjectStaticMeshComponent`']: {name: "GetObjectStaticMeshComponent",
description: "Gets the static mesh component of an object.", syntax:
"GetObjectStaticMeshComponent(object)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetObjectEditorSpeed`']: {name: "SetObjectEditorSpeed", description: "Set the
object gizmo editor's speed.", syntax: "SetObjectEditorSpeed(speed)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`SetObjectEditable`']: {name: "SetObjectEditable", description: "Enables a
gizmo on an object. A gizmo can be used to move, rotate and scale the object with
the mouse.", syntax: "SetObjectEditable(object, EditMode)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetObjectOutline`']: {name: "SetObjectOutline", description: "Set an object's
outline.", syntax: "SetObjectOutline(object [, bEnable])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetObjectCastShadow`']: {name: "SetObjectCastShadow", description: "Toggles
shadow casting for an object.", syntax: "SetObjectCastShadow(object, bEnable)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`SetObjectColor`']: {name: "SetObjectColor", description: "This creates a new
material with a simple color and assigns it to a material slot.", syntax:
"SetObjectColor(object, IntColor [, MaterialSlot])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetObjectEmissiveColor`']: {name: "SetObjectEmissiveColor", description:
"Makes an object glow with a specified hexadecimal value, intensity and material
slot on the object", syntax: "SetObjectEmissiveColor(object, ColorHex,
EmissiveStrength [, MaterialSlot])", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetObjectTexture`']: {name: "SetObjectTexture", description: "Sets a texture
on an object. For animated ones check SetObjectAnimatedTexture.", syntax:
"SetObjectTexture(object, TextureFile [, MaterialSlot])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetObjectAnimatedTexture`']: {name: "SetObjectAnimatedTexture", description:
"Sets a flipbook texture on an object.", syntax: "SetObjectAnimatedTexture(object,
TextureFile, Rows, Columns [, MaterialSlot])", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetPickupActor`']: {name: "GetPickupActor", description: "Get the Unreal
Engine actor for the Pickup.", syntax: "GetPickupActor(pickupid)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetPickupStaticMeshComponent`']: {name: "GetPickupStaticMeshComponent",
description: "Gets the static mesh component of a pickup.", syntax:
"GetPickupStaticMeshComponent(pickupId)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetStreamedPickups`']: {name: "GetStreamedPickups", description: "Get all the
streamed pickups for the client.", syntax: "GetStreamedPickups()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetPickupLocation`']: {name: "GetPickupLocation", description: "Get the
specified pickup's XYZ vectors (location).", syntax: "GetPickupLocation(pickupid)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetDoorActor`']: {name: "GetDoorActor", description: "Get the Unreal Engine
actor for the Door.", syntax: "GetDoorActor(doorid)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetNearestDoor`']: {name: "GetNearestDoor", description: "Gets the nearest
door from the specified XYZ vector created earlier with CreateDoor.", syntax:
"GetNearestDoor(x, y, z)", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`GetStreamedDoors`']: {name: "GetStreamedDoors", description: "Get the
streamed in doors IDs in a table.", syntax: "GetStreamedDoors()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetSoundCount`']: {name: "GetSoundCount", description: "Get the amount of
sounds created with CreateSound.", syntax: "GetSoundCount()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`IsValidSound`']: {name: "IsValidSound", description: "Checks whether the
sound is valid or not.", syntax: "IsValidSound(sound)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`CreateSound`']: {name: "CreateSound", description: "Plays a local audio file
or over http. Also supports playing .pls network streams.", syntax:
"CreateSound(SoundFile [, bLooping])", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`CreateSound3D`']: {name: "CreateSound3D", description: "Plays a local audio
file or over http. Also supports playing .pls network streams. Sound is played in
3D world space.", syntax: "CreateSound3D(SoundFile, x, y, z, radius [, bLooping])",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`SetSound3DLocation`']: {name: "SetSound3DLocation", description: "Sets the
location of a 3d sound.", syntax: "SetSound3DLocation(sound, x, y, z)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetSound3DLocation`']: {name: "GetSound3DLocation", description: "Gets the
location of a 3d sound.", syntax: "GetSound3DLocation(sound)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`DestroySound`']: {name: "DestroySound", description: "Destroy the sound
created with CreateSound.", syntax: "DestroySound(sound)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetAllSounds`']: {name: "GetAllSounds", description: "Gets all the sound IDs
in a table.", syntax: "GetAllSounds()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetSoundVolume`']: {name: "SetSoundVolume", description: "Set the specified
sound's volume.", syntax: "SetSoundVolume(sound, volume)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetSoundVolume`']: {name: "GetSoundVolume", description: "Get the specified
sound's volume.", syntax: "GetSoundVolume(sound)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetSoundPitch`']: {name: "SetSoundPitch", description: "Sets the sound
pitch.", syntax: "SetSoundPitch(sound, Pitch)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetSoundPitch`']: {name: "GetSoundPitch", description: "Gets the sound
pitch.", syntax: "GetSoundPitch(sound)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetSoundFadeIn`']: {name: "SetSoundFadeIn", description: "Set the sound to
fade in.", syntax: "SetSoundFadeIn(sound [, Duration, VolumeLevel, StartTime])",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`SetSoundFadeOut`']: {name: "SetSoundFadeOut", description: "Set the sound to
fade out.", syntax: "SetSoundFadeOut(sound, Duration, VolumeLevel)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetStreamedText3D`']: {name: "GetStreamedText3D", description: "Get the
streamed text 3d identifiers in a table.", syntax: "GetStreamedText3D()", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetText3DLocation`']: {name: "GetText3DLocation", description: "Get the text
3d XYZ location.", syntax: "GetText3DLocation(text3d)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetStreamedVehicles`']: {name: "GetStreamedVehicles", description: "Get the
streamed-in vehicles identifiers in a table.", syntax: "GetStreamedVehicles()",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetVehicleBoneLocation`']: {name: "GetVehicleBoneLocation", description:
"Returns the location of a vehicle bone/socket. For a list of bones see
VehicleBones.", syntax: "GetVehicleBoneLocation(vehicle, BoneName [, BoneSpace])",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetVehicleBoneNames`']: {name: "GetVehicleBoneNames", description: "Gets a
list of the vehicles bone names.", syntax: "GetVehicleBoneNames()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetVehicleForwardVector`']: {name: "GetVehicleForwardVector", description:
"Gets the normalized forward vector.", syntax: "GetVehicleForwardVector(vehicle)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetVehicleRightVector`']: {name: "GetVehicleRightVector", description: "Gets
the normalized right vector.", syntax: "GetVehicleRightVector(vehicle)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetVehicleUpVector`']: {name: "GetVehicleUpVector", description: "Gets the
normalized up vector.", syntax: "GetVehicleUpVector(vehicle)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetVehicleBoundingBox`']: {name: "GetVehicleBoundingBox", description: "Gets
the local bounds of the vehicle.", syntax: "GetVehicleBoundingBox(vehicle)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetVehicleEngineRPM`']: {name: "GetVehicleEngineRPM", description: "Get the
vehicle's engine revolution per minute (RPM).", syntax:
"GetVehicleEngineRPM(vehicle)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetVehicleForwardSpeed`']: {name: "GetVehicleForwardSpeed", description:
"Returns the vehicle's forward moving speed. Negative when the vehicle is moving
backwards.", syntax: "GetVehicleForwardSpeed(vehicle)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetVehicleWheelSurface`']: {name: "GetVehicleWheelSurface", description: "Get
the wheel surface name.", syntax: "GetVehicleWheelSurface(vehicle, wheel)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`IsVehicleWheelInAir`']: {name: "IsVehicleWheelInAir", description: "Check if
the specified vehicle wheel is in air or not.", syntax:
"IsVehicleWheelInAir(vehicle, wheel)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`IsVehicleInAir`']: {name: "IsVehicleInAir", description: "Check if vehicle is
in air.", syntax: "IsVehicleInAir(vehicle)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetVehicleWheelSteerAngle`']: {name: "GetVehicleWheelSteerAngle",
description: "Returns the steering angle from 0.0 to ~45.0 (depending on vehicle)",
syntax: "GetVehicleWheelSteerAngle(vehicle, wheel)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`IsVehicleHornActive`']: {name: "IsVehicleHornActive", description: "Check if
the vehicle horn is active or not.", syntax: "IsVehicleHornActive(vehicle)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`IsVehicleInWater`']: {name: "IsVehicleInWater", description: "Check if the
vehicle is in water.", syntax: "IsVehicleInWater(vehicle)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`IsVehicleSeatOccupied`']: {name: "IsVehicleSeatOccupied", description: "Check
if the specified seat of the vehicle is occupied or not.", syntax:
"IsVehicleSeatOccupied(vehicle, seat)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetVehicleDoorLocation`']: {name: "GetVehicleDoorLocation", description: "Get
the specified door enter location of the vehicle. This is where the player has to
stand in order to enter the vehicle.", syntax: "GetVehicleDoorLocation(vehicle,
door)", details: "Type: Function,Context: Client,Introduced: v1.0"},
['`GetVehicleSkeletalMeshComponent`']: {name: "GetVehicleSkeletalMeshComponent",
description: "Gets the skeletal mesh component of a vehicle.", syntax:
"GetVehicleSkeletalMeshComponent(vehicle)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetWebUICount`']: {name: "GetWebUICount", description: "Gets the total number
of Web UIs created.", syntax: "GetWebUICount()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`CreateWebUI`']: {name: "CreateWebUI", description: "Creates a new WebUI",
syntax: "CreateWebUI(x, y, width, height [, zOrder, frameRate])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`CreateWebUI3D`']: {name: "CreateWebUI3D", description: "Creates a new WebUI
in 3d space. Use DestroyWebUI to destroy it.", syntax: "CreateWebUI3D(x, y, z, rx,
ry, rz, width, height [, frameRate])", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`CreateRemoteWebUI`']: {name: "CreateRemoteWebUI", description: "Creates a new
remote WebUI, which allows opening whitelisted websites.", syntax: "", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`CreateRemoteWebUI3D`']: {name: "CreateRemoteWebUI3D", description: "Creates a
new remote 3D WebUI, which allows opening whitelisted websites.", syntax: "",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`DestroyWebUI`']: {name: "DestroyWebUI", description: "Destroy a web UI made
with CreateWebUI.", syntax: "DestroyWebUI(web)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`GetAllWebUI`']: {name: "GetAllWebUI", description: "Get all web UI created
for the client. Useful for loops.", syntax: "GetAllWebUI()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetWebVisibility`']: {name: "SetWebVisibility", description: "Used to set the
web UI visibility mode.", syntax: "SetWebVisibility(web, visibility)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetWebVisibility`']: {name: "GetWebVisibility", description: "Get the
specified web's visibility mode.", syntax: "GetWebVisibility(web)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetWebURL`']: {name: "SetWebURL", description: "Set the web URL. Not all URLs
are whitelisted and might not work.", syntax: "SetWebURL(web, URL)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`LoadWebFile`']: {name: "LoadWebFile", description: "false", syntax: "",
details: ",,"},
['`SetWebLocation`']: {name: "SetWebLocation", description: "Set the location
for the specified web.", syntax: "SetWebLocation(web, x, y [, z])", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`ExecuteWebJS`']: {name: "ExecuteWebJS", description: "Executes Javascript in
the WebUI. (Make sure to first call this after all your js is loaded by sending an
event from js.)", syntax: "ExecuteWebJS(web, Javascript)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetWebRotation`']: {name: "SetWebRotation", description: "Set the rotation
for the specified web.", syntax: "SetWebRotation(web, rx, ry, rz)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetWebSize`']: {name: "SetWebSize", description: "Set the web UI size.",
syntax: "SetWebSize(web, width, height)", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetWebAlignment`']: {name: "SetWebAlignment", description: "Set the web
alignment.", syntax: "SetWebAlignment(web, x, y)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`SetWebAnchors`']: {name: "SetWebAnchors", description: "Set the anchor points
for the Web UI.", syntax: "SetWebAnchors(web, MinX, MinY, MaxX, MaxY)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`SetWebFocus`']: {name: "SetWebFocus", description: "Sets (keyboard) focus to
a WebUI. Useful for custom chats.", syntax: "SetWebFocus(web)", details: "Type:
Function,Context: Client,Introduced: v1.4.3"},
['`SetInputMode`']: {name: "SetInputMode", description: "Set the client's input
mode for the game.", syntax: "SetInputMode(InputMode)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`GetInputMode`']: {name: "GetInputMode", description: "Gets the input mode
that was previously set with SetInputMode.", syntax: "GetInputMode()", details:
"Type: Function,Context: Client,Introduced: v1.3.0"},
['`IsInputKeyDown`']: {name: "IsInputKeyDown", description: "Check if a key is
currently pressed.", syntax: "IsInputKeyDown(key)", details: "Type:
Function,Context: Client,Introduced: v1.4.2"},
['`IsCtrlPressed`']: {name: "IsCtrlPressed", description: "Check if the player
has pressed the Ctrl key.", syntax: "IsCtrlPressed()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`IsShiftPressed`']: {name: "IsShiftPressed", description: "Check if the client
has pressed the Shift key", syntax: "IsShiftPressed()", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`IsAltPressed`']: {name: "IsAltPressed", description: "Check if the client has
pressed the Alt key", syntax: "IsAltPressed()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`IsCmdPressed`']: {name: "IsCmdPressed", description: "Check if the client has
pressed the Ctrl key", syntax: "IsCmdPressed()", details: "Type: Function,Context:
Client,Introduced: v1.0"},
['`SetIgnoreMoveInput`']: {name: "SetIgnoreMoveInput", description: "This
function ignores the player input, basically freezing.", syntax:
"SetIgnoreMoveInput(bIgnore)", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`SetIgnoreLookInput`']: {name: "SetIgnoreLookInput", description: "This
function toggles the player's mouse input that controls the camera.", syntax:
"SetIgnoreLookInput(bIgnore)", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`SetControlRotation`']: {name: "SetControlRotation", description: "Sets the
client control rotation.", syntax: "SetControlRotation(pitch, yaw, roll)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`GetInputAxisValue`']: {name: "GetInputAxisValue", description: "Gets the
value of input axis keys.", syntax: "GetInputAxisValue(AxisName)", details: "Type:
Function,Context: Client,Introduced: v1.0"},
['`OnPlayerServerAuth`']: {name: "OnPlayerServerAuth", description: "Server has
authorized a client and allocated a player identifier to them. The player is now
downloading packages from the server. Called after OnClientConnectionRequest but
before OnPlayerJoin.", syntax: "OnPlayerServerAuth(player)", details: "Type:
Event,Context: Server,Introduced: v1.0"},
['`OnPlayerSteamAuth`']: {name: "OnPlayerSteamAuth", description: "Called when a
player was authenticated by Steam. Once this event was called you can use
GetPlayerSteamId to get the players SteamId.", syntax: "OnPlayerSteamAuth(player)",
details: "Type: Event,Context: Server,Introduced: v1.0"},
['`OnPlayerDownloadFile`']: {name: "OnPlayerDownloadFile", description: "Called
when a client finished downloading a package file from the server.", syntax:
"OnPlayerDownloadFile(player, FileName, Checksum)", details: "Type: Event,Context:
Server,Introduced: v1.0"},
['`OnPlayerStreamIn`']: {name: "OnPlayerStreamIn", description: "Called when
another user is streamed in (rendered) for the player.", syntax:
"OnPlayerStreamIn(player, otherplayer)", details: "Type: Event,Context: Server &
Client,Introduced: v1.0"},
['`OnPlayerStreamOut`']: {name: "OnPlayerStreamOut", description: "Called when a
player streams out of the streaming distance set by server_config for another
player.", syntax: "OnPlayerStreamOut(player, otherplayer)", details: "Type:
Event,Context: Server & Client,Introduced: v1.0"},
['`OnPlayerPickupHit`']: {name: "OnPlayerPickupHit", description: "Event thats
called when a player pickups a pickup.", syntax: "OnPlayerPickupHit(player,
Pickup)", details: "Type: Event,Context: Server,Introduced: v1.0"},
['`OnPlayerJoin`']: {name: "OnPlayerJoin", description: "Called when a player is
fully connected to the server. The game has started on the client and the player is
going to spawn after this event was executed.", syntax: "OnPlayerJoin(player)",
details: "Type: Event,Context: Server,Introduced: v1.0"},
['`OnPlayerQuit`']: {name: "OnPlayerQuit", description: "Event called when a
player leaves the server.", syntax: "OnPlayerQuit(player)", details: "Type:
Event,Context: Server,Introduced: v1.0"},
['`OnPlayerSpawn`']: {name: "OnPlayerSpawn", description: "Called when a player
spawns. This usually happens after they died. Use SetPlayerRespawnTime to control
how long it takes before they respawn.", syntax: "OnPlayerSpawn(playerid)",
details: "Type: Event,Context: Server & Client,Introduced: v1.0"},
['`OnPlayerDeath`']: {name: "OnPlayerDeath", description: "Calls when a player
dies by any means possible. If the player wasn't killed by another player,
instigator will be the same as the player.", syntax: "OnPlayerDeath(player,
instigator)", details: "Type: Event,Context: Server & Client,Introduced: v1.0"},
['`OnPlayerWeaponShot`']: {name: "OnPlayerWeaponShot", description: "Called when
a player has shot their weapon and the hit was authorized by the server but not yet
processed its impact. You can call return false in this event to prevent this hit
from further processing. (Server only)", syntax: "OnPlayerWeaponShot(player,
weapon, hittype, hitid, hitX, hitY, hitZ, startX, startY, startZ, normalX, normalY,
normalZ, BoneName)", details: "Type: Event,Context: Server & Client,Introduced:
v1.0"},
['`OnPlayerDamage`']: {name: "OnPlayerDamage", description: "Event thats called
when player receives damage.", syntax: "OnPlayerDamage(player, damagetype,
amount)", details: "Type: Event,Context: Server,Introduced: v1.0"},
['`OnPlayerChatCommand`']: {name: "OnPlayerChatCommand", description: "Called
when a player executes a command in the chat. See AddCommand to handle specific
commands. You can return false in this event to prevent the command from being
passed to it's handler.", syntax: "OnPlayerChatCommand(player, command, exists)",
details: "Type: Event,Context: Server & Client,Introduced: v1.0"},
['`OnPlayerInteractDoor`']: {name: "OnPlayerInteractDoor", description: "Called
when a player interacts with a door through pressing 'E'.", syntax:
"OnPlayerInteractDoor(player, door, bWantsOpen)", details: "Type: Event,Context:
Server,Introduced: v1.0"},
['`OnPlayerChat`']: {name: "OnPlayerChat", description: "The event that gets
called when you type a message in the chat.", syntax: "OnPlayerChat(player, text)",
details: "Type: Event,Context: Server & Client,Introduced: v1.0"},
['`OnPlayerChangeDimension`']: {name: "OnPlayerChangeDimension", description:
"Event called when a player instance changes dimensions from SetPlayerDimension.",
syntax: "OnPlayerChangeDimension(player, old_dimension, new_dimension)", details:
"Type: Event,Context: Server,Introduced: v1.2.2"},
['`OnPlayerEnterVehicle`']: {name: "OnPlayerEnterVehicle", description: "This
event is called when a player enters a vehicle.", syntax:
"OnPlayerEnterVehicle(player, vehicle, seat)", details: "Type: Event,Context:
Server & Client,Introduced: v1.0"},
['`OnVehicleRespawn`']: {name: "OnVehicleRespawn", description: "This event is
called when a vehicle is respawned.", syntax: "OnVehicleRespawn(vehicle)", details:
"Type: Event,Context: Server,Introduced: v1.0"},
['`OnPlayerStateChange`']: {name: "OnPlayerStateChange", description: "Called
when the player state changes. PlayerState", syntax: "OnPlayerStateChange(player,
newstate, oldstate)", details: "Type: Event,Context: Server,Introduced: v1.0"},
['`OnPlayerLeaveVehicle`']: {name: "OnPlayerLeaveVehicle", description:
"__EDIT_ME__", syntax: "OnPlayerLeaveVehicle(player, vehicle, seat)", details:
"Type: Event,Context: Server & Client,Introduced: v1.0"},
['`OnVehicleStreamIn`']: {name: "OnVehicleStreamIn", description: "Calls when a
vehicle streams out of the streaming distance set in your server_config for a
player.", syntax: "OnVehicleStreamIn(vehicle, player)", details: "Type:
Event,Context: Server & Client,Introduced: v1.0"},
['`OnVehicleStreamOut`']: {name: "OnVehicleStreamOut", description: "Called when
a vehicle is no longer streamed for a player. The stream distance is set through
your server_config.", syntax: "OnVehicleStreamOut(vehicle, player)", details:
"Type: Event,Context: Server & Client,Introduced: v1.0"},
['`OnVehicleDamage`']: {name: "OnVehicleDamage", description: "This event is
called when a vehicles takes health damage or physical damage.", syntax:
"OnVehicleDamage(vehicle, healthDamage [, damageIndex, damageAmount])", details:
"Type: Event,Context: Server,Introduced: v1.1.0"},
['`OnVehicleChangeDimension`']: {name: "OnVehicleChangeDimension", description:
"Event called when an vehicle instance changes dimensions from
SetVehicleDimension.", syntax: "OnVehicleChangeDimension(vehicle, old_dimension,
new_dimension)", details: "Type: Event,Context: Server,Introduced: v1.2.2"},
['`OnVehicleCreated`']: {name: "OnVehicleCreated", description: "Event called
when an vehicle instance was created through CreateVehicle.", syntax:
"OnVehicleCreated(vehicle)", details: "Type: Event,Context: Server,Introduced:
v1.3.0"},
['`OnVehicleDestroyed`']: {name: "OnVehicleDestroyed", description: "Event
called when a vehicle instance was destroyed through DestroyVehicle.", syntax:
"OnVehicleDestroyed(vehicle)", details: "Type: Event,Context: Server,Introduced:
v1.2.2"},
['`OnGameTick`']: {name: "OnGameTick", description: "Called on execution of the
main thread. This is typically every frame (FPS) on clients. Tick rate on the
server varies depending on the load. Use GetServerTickRate on the server to get
that rate.", syntax: "OnGameTick(DeltaSeconds)", details: "Type: Event,Context:
Server & Client,Introduced: v1.0"},
['`OnClientConnectionRequest`']: {name: "OnClientConnectionRequest",
description: "Early callback of when a client tries to connect to the server.
Client is not fully authorized by the server in this state. You can return false in
this event to disconnect the client immediately.", syntax:
"OnClientConnectionRequest(ip, port)", details: "Type: Event,Context:
Server,Introduced: v1.0"},
['`OnConsoleInput`']: {name: "OnConsoleInput", description: "Called when a new
input in the console happened.", syntax: "OnConsoleInput(input)", details: "Type:
Event,Context: Server & Client,Introduced: v1.2.1"},
['`OnPackageStart`']: {name: "OnPackageStart", description: "Package was started
and its scripts loaded. Use this event to initialize your script. For instance
connecting to a database.", syntax: "OnPackageStart()", details: "Type:
Event,Context: Server & Client,Introduced: v1.0"},
['`OnPackageStop`']: {name: "OnPackageStop", description: "Package is being
stopped. Cleanup your allocated resources here. At this point all timers started by
this package have been killed already. Also plugins were notified about the package
unload.", syntax: "OnPackageStop()", details: "Type: Event,Context: Server &
Client,Introduced: v1.0"},
['`OnScriptError`']: {name: "OnScriptError", description: "Called when a script
error occurs. On the client side, this is only called when the game was started
with the -dev switch. Available on the sever side since version 1.0.3.", syntax:
"OnScriptError(message)", details: "Type: Event,Context: Client &
Server,Introduced: v1.0"},
['`OnNPCReachTarget`']: {name: "OnNPCReachTarget", description: "Event thats
called when a NPC reaches the target. See the SetNPCTargetLocation function.",
syntax: "OnNPCReachTarget(npcid)", details: "Type: Event,Context:
Server,Introduced: v1.0"},
['`OnNPCSpawn`']: {name: "OnNPCSpawn", description: "Event thats called when a
NPC is spawned after it died. Death time can be set with SetNPCRespawnTime.",
syntax: "OnNPCSpawn(npc)", details: "Type: Event,Context: Server,Introduced:
v1.0"},
['`OnNPCDamage`']: {name: "OnNPCDamage", description: "Event thats called when a
NPC is damaged.", syntax: "OnNPCDamage(npc, damagetype, amount)", details: "Type:
Event,Context: Server,Introduced: v1.0"},
['`OnNPCDeath`']: {name: "OnNPCDeath", description: "Event thats called when a
NPC dies.", syntax: "OnNPCDeath(npc, player)", details: "Type: Event,Context:
Server,Introduced: v1.0"},
['`OnNPCStreamIn`']: {name: "OnNPCStreamIn", description: "The event thats
called when a NPC is streamed for a player.", syntax: "OnNPCStreamIn(npc, player)",
details: "Type: Event,Context: Server & Client,Introduced: v1.0"},
['`OnNPCStreamOut`']: {name: "OnNPCStreamOut", description: "Called when a NPC
is streamed out from the server. ", syntax: "OnNPCStreamOut(npc, player)", details:
"Type: Event,Context: Server & Client,Introduced: v1.0"},
['`OnNPCChangeDimension`']: {name: "OnNPCChangeDimension", description: "Event
called when an NPC instance changes dimensions from SetNPCDimension.", syntax:
"OnNPCChangeDimension(npc, old_dimension, new_dimension)", details: "Type:
Event,Context: Server,Introduced: v1.2.2"},
['`OnNPCCreated`']: {name: "OnNPCCreated", description: "Event called when an
npc instance was created through CreateNPC.", syntax: "OnNPCCreated(npc)", details:
"Type: Event,Context: Server,Introduced: v1.3.0"},
['`OnNPCDestroyed`']: {name: "OnNPCDestroyed", description: "Event called when a
NPC instance was destroyed through DestroyNPC.", syntax: "OnNPCDestroyed(npc)",
details: "Type: Event,Context: Server,Introduced: v1.2.2"},
['`OnObjectStopMoving`']: {name: "OnObjectStopMoving", description: "Event
called when an object stops moving after SetObjectMoveTo.", syntax:
"OnObjectStopMoving(object)", details: "Type: Event,Context: Server,Introduced:
v1.3.0"},
['`OnObjectChangeDimension`']: {name: "OnObjectChangeDimension", description:
"Event called when an object instance changes dimensions from SetObjectDimension.",
syntax: "OnObjectChangeDimension(object, old_dimension, new_dimension)", details:
"Type: Event,Context: Server,Introduced: v1.2.2"},
['`OnObjectCreated`']: {name: "OnObjectCreated", description: "Event called when
an object instance was created through CreateObject.", syntax:
"OnObjectCreated(object)", details: "Type: Event,Context: Server,Introduced:
v1.3.0"},
['`OnObjectDestroyed`']: {name: "OnObjectDestroyed", description: "Event called
when an object instance was destroyed through DestroyObject.", syntax:
"OnObjectDestroyed(object)", details: "Type: Event,Context: Server,Introduced:
v1.2.2"},
['`OnPickupCreated`']: {name: "OnPickupCreated", description: "Event called when
an pickup instance was created through CreatePickup.", syntax:
"OnPickupCreated(pickup)", details: "Type: Event,Context: Server,Introduced:
v1.3.0"},
['`OnPickupChangeDimension`']: {name: "OnPickupChangeDimension", description:
"Event called when a pickup instance changes dimensions from SetPickupDimension.",
syntax: "OnPickupChangeDimension(pickup, old_dimension, new_dimension)", details:
"Type: Event,Context: Server,Introduced: v1.2.2"},
['`OnPickupDestroyed`']: {name: "OnPickupDestroyed", description: "Event called
when a pickup instance was destroyed through DestroyPickup.", syntax:
"OnPickupDestroyed(pickup)", details: "Type: Event,Context: Server,Introduced:
v1.2.2"},
['`OnText3DChangeDimension`']: {name: "OnText3DChangeDimension", description:
"Event called when a text3d instance changes dimensions from SetText3DDimension.",
syntax: "OnText3DChangeDimension(text3d, old_dimension, new_dimension)", details:
"Type: Event,Context: Server,Introduced: v1.2.2"},
['`OnText3DCreated`']: {name: "OnText3DCreated", description: "Event called when
an text3d instance was created through CreateText3D.", syntax:
"OnText3DCreated(text3d)", details: "Type: Event,Context: Server,Introduced:
v1.3.0"},
['`OnText3DDestroyed`']: {name: "OnText3DDestroyed", description: "Event called
when a text3d instance was destroyed through DestroyText3D.", syntax:
"OnText3DDestroyed(text3d)", details: "Type: Event,Context: Server,Introduced:
v1.2.2"},
['`OnDoorChangeDimension`']: {name: "OnDoorChangeDimension", description: "Event
called when a door instance changes dimensions from SetDoorDimension.", syntax:
"OnDoorChangeDimension(door, old_dimension, new_dimension)", details: "Type:
Event,Context: Server,Introduced: v1.2.2"},
['`OnDoorCreated`']: {name: "OnDoorCreated", description: "Event called when an
door instance was created through CreateDoor.", syntax: "OnDoorCreated(door)",
details: "Type: Event,Context: Server,Introduced: v1.3.0"},
['`OnDoorDestroyed`']: {name: "OnDoorDestroyed", description: "Event called when
a door instance was destroyed through DestroyDoor.", syntax:
"OnDoorDestroyed(door)", details: "Type: Event,Context: Server,Introduced:
v1.2.2"},
['`OnSteamOverlayActivated`']: {name: "OnSteamOverlayActivated", description:
"__EDIT_ME__", syntax: "OnSteamOverlayActivated(bActive)", details: "Type:
Event,Context: Client,Introduced: v1.0"},
['`OnResolutionChange`']: {name: "OnResolutionChange", description: "Called when
the size of the game window changes. Either due to manual resizing or through
settings.", syntax: "OnResolutionChange(width, height)", details: "Type:
Event,Context: Client,Introduced: v1.0"},
['`OnRenderHUD`']: {name: "OnRenderHUD", description: "This function is called
every time the HUD is rendered for the player. This function can be used as a game
tick event.", syntax: "OnRenderHUD()", details: "Type: Event,Context:
Client,Introduced: v1.0"},
['`OnShowMainMenu`']: {name: "OnShowMainMenu", description: "This function is
called every time a player hides the main menu.", syntax: "OnShowMainMenu()",
details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnHideMainMenu`']: {name: "OnHideMainMenu", description: "This function is
called every time a player hides the main menu.", syntax: "OnHideMainMenu()",
details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnWhitelistAccepted`']: {name: "OnWhitelistAccepted", description: "This
function is called once the player has accepted the whitelist request.", syntax:
"OnWhitelistAccepted(domains)", details: "Type: Event,Context: Client,Introduced:
v1.4.2"},
['`OnPlayerStartEnterVehicle`']: {name: "OnPlayerStartEnterVehicle",
description: "Called when a player presses the key to start entering a vehicle. You
can return false in this event to stop the player from entering.", syntax:
"OnPlayerStartEnterVehicle(vehicle, seat)", details: "Type: Event,Context:
Client,Introduced: v1.0"},
['`OnPlayerStartExitVehicle`']: {name: "OnPlayerStartExitVehicle", description:
"Called when a player presses the key to start exiting a vehicle. You can return
false in this event to stop the player from exiting.", syntax:
"OnPlayerStartExitVehicle(vehicle)", details: "Type: Event,Context:
Client,Introduced: v1.0"},
['`OnPlayerToggleVehicleLight`']: {name: "OnPlayerToggleVehicleLight",
description: "Called when a (local) player presses the key to switch the vehicle
light on/off.", syntax: "OnPlayerToggleVehicleLight(vehicle, toggle)", details:
"Type: Event,Context: Client,Introduced: v1.1.0"},
['`OnPlayerToggleVehicleNitro`']: {name: "OnPlayerToggleVehicleNitro",
description: "Called when a (local) player presses the key to turn nitro on/off.
You can return false to prevent turning it on. Requires AttachVehicleNitro to be
enabled on the vehicle.", syntax: "OnPlayerToggleVehicleNitro(vehicle, toggle)",
details: "Type: Event,Context: Client,Introduced: v1.2.0"},
['`OnPlayerToggleVehicleHorn`']: {name: "OnPlayerToggleVehicleHorn",
description: "Called when a (local) player presses the key to turn the horn on/off.
You can return false to prevent turning it on.", syntax:
"OnPlayerToggleVehicleHorn(vehicle, toggle)", details: "Type: Event,Context:
Client,Introduced: v1.2.2"},
['`OnVehicleBackfire`']: {name: "OnVehicleBackfire", description: "Called when a
backfire effect is triggered on a vehicle.", syntax: "OnVehicleBackfire(vehicle)",
details: "Type: Event,Context: Client,Introduced: v1.2.0"},
['`OnPlayWeaponHitEffects`']: {name: "OnPlayWeaponHitEffects", description:
"This event handles visual effects of weapons. The Weapons.lua contains a pre-
configured event that shows the same visual hit effects as always. It is called for
local and remote players. If it is called for remote players the parameters will
contain the synced values from the other client.", syntax:
"OnPlayWeaponHitEffects(PlayerId, Weapon, HitType, HitId, StartLocation,
HitLocation, HitLocationRelative, HitNormal, HitResult)", details: "Type:
Event,Context: Client,Introduced: v1.0"},
['`OnPlayerSwitchCamera`']: {name: "OnPlayerSwitchCamera", description:
"__EDIT_ME__", syntax: "OnPlayerSwitchCamera(bIsFirstPerson)", details: "Type:
Event,Context: Client,Introduced: v1.0"},
['`OnPlayerLeaveWater`']: {name: "OnPlayerLeaveWater", description: "This
function is called when a player leaves the water.", syntax:
"OnPlayerLeaveWater()", details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnPlayerEnterWater`']: {name: "OnPlayerEnterWater", description: "Called when
the local player enters water/starts swimming.", syntax: "OnPlayerEnterWater()",
details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnPlayerCrouch`']: {name: "OnPlayerCrouch", description: "Called when the
local player starts crouching. Can be called by returning false.", syntax:
"OnPlayerCrouch()", details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnPlayerEndCrouch`']: {name: "OnPlayerEndCrouch", description: "Called when
the local player stops crouching.", syntax: "OnPlayerEndCrouch()", details: "Type:
Event,Context: Client,Introduced: v1.0"},
['`OnPlayerEndFall`']: {name: "OnPlayerEndFall", description: "__EDIT_ME__",
syntax: "OnPlayerEndFall()", details: "Type: Event,Context: Client,Introduced:
v1.0"},
['`OnPlayerFall`']: {name: "OnPlayerFall", description: "__EDIT_ME__", syntax:
"OnPlayerFall()", details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnPlayerTalking`']: {name: "OnPlayerTalking", description: "Called when a
player starts talking via VoIP.", syntax: "OnPlayerTalking(player)", details:
"Type: Event,Context: Client,Introduced: v1.0.3"},
['`OnPlayerToggleAim`']: {name: "OnPlayerToggleAim", description: "Called when a
(local) player presses the key to go in or out of the aim state. You can return
false in this event to prevent the player from aiming.", syntax:
"OnPlayerToggleAim(toggle)", details: "Type: Event,Context: Client,Introduced:
v1.2.0"},
['`OnPlayerFootstep`']: {name: "OnPlayerFootstep", description: "Called when a
player hits the ground with their feet when walking/running.", syntax:
"OnPlayerFootstep(player, floor_type)", details: "Type: Event,Context:
Client,Introduced: v1.2.2"},
['`OnPlayerReloaded`']: {name: "OnPlayerReloaded", description: "__EDIT_ME__",
syntax: "OnPlayerReloaded()", details: "Type: Event,Context: Client,Introduced:
v1.0"},
['`OnPlayerParachuteLand`']: {name: "OnPlayerParachuteLand", description:
"__EDIT_ME__", syntax: "OnPlayerParachuteLand()", details: "Type: Event,Context:
Client,Introduced: v1.0"},
['`OnPlayerCancelSkydive`']: {name: "OnPlayerCancelSkydive", description:
"__EDIT_ME__", syntax: "OnPlayerCancelSkydive()", details: "Type: Event,Context:
Client,Introduced: v1.0"},
['`OnPlayerSkydiveCrash`']: {name: "OnPlayerSkydiveCrash", description:
"__EDIT_ME__", syntax: "OnPlayerSkydiveCrash()", details: "Type: Event,Context:
Client,Introduced: v1.0"},
['`OnPlayerSkydive`']: {name: "OnPlayerSkydive", description: "Called when the
player starts to skydive.", syntax: "OnPlayerSkydive()", details: "Type:
Event,Context: Client,Introduced: v1.0"},
['`OnPlayerParachuteOpen`']: {name: "OnPlayerParachuteOpen", description:
"__EDIT_ME__", syntax: "OnPlayerParachuteOpen()", details: "Type: Event,Context:
Client,Introduced: v1.0"},
['`OnPlayerParachuteClose`']: {name: "OnPlayerParachuteClose", description:
"__EDIT_ME__", syntax: "OnPlayerParachuteClose()", details: "Type: Event,Context:
Client,Introduced: v1.0"},
['`OnKeyPress`']: {name: "OnKeyPress", description: "Called when the player
presses a key. You can use IsCtrlPressed and IsShiftPressed to check if it is a key
combination.Use OnKeyRelease to detect when they release the key.", syntax:
"OnKeyPress(key)", details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnKeyRelease`']: {name: "OnKeyRelease", description: "Called when the player
releases a key. Use OnKeyPress to detect key down events.", syntax:
"OnKeyRelease(key)", details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnObjectStreamIn`']: {name: "OnObjectStreamIn", description: "Called when an
object is streamed in from the server.", syntax: "OnObjectStreamIn(object)",
details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnObjectStreamOut`']: {name: "OnObjectStreamOut", description: "Called when
an object is streamed out from the server.", syntax: "OnObjectStreamOut(object)",
details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnObjectHit`']: {name: "OnObjectHit", description: "Called when something
hits the object. Requires EnableObjectHitEvents to be called on the object
before.", syntax: "OnObjectHit(object, hittype, hitid, hitX, hitY, hitZ, normalX,
normalY, normalZ)", details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnPlayerEndEditObject`']: {name: "OnPlayerEndEditObject", description:
"__EDIT_ME__", syntax: "OnPlayerEndEditObject(object)", details: "Type:
Event,Context: Client,Introduced: v1.0"},
['`OnPlayerBeginEditObject`']: {name: "OnPlayerBeginEditObject", description:
"__EDIT_ME__", syntax: "OnPlayerBeginEditObject(object)", details: "Type:
Event,Context: Client,Introduced: v1.0"},
['`OnObjectModelChange`']: {name: "OnObjectModelChange", description: "Called
when the model of an object is changed by SetObjectModel.", syntax:
"OnObjectModelChange(object, model)", details: "Type: Event,Context:
Client,Introduced: v1.1.0"},
['`OnPickupStreamIn`']: {name: "OnPickupStreamIn", description: "This function
is called when a player streams in the pickup.", syntax:
"OnPickupStreamIn(pickup)", details: "Type: Event,Context: Client,Introduced:
v1.0"},
['`OnPickupStreamOut`']: {name: "OnPickupStreamOut", description: "This function
is called when a player streams out the pickup.", syntax:
"OnPickupStreamOut(pickup)", details: "Type: Event,Context: Client,Introduced:
v1.0"},
['`OnText3DStreamIn`']: {name: "OnText3DStreamIn", description: "This event is
called when a player streams in the text 3d label.", syntax:
"OnText3DStreamIn(text3d)", details: "Type: Event,Context: Client,Introduced:
v1.0"},
['`OnWebLoadComplete`']: {name: "OnWebLoadComplete", description: "Called when a
web browser created by CreateWebUI is ready to use.", syntax:
"OnWebLoadComplete(web)", details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnSoundUpdateMeta`']: {name: "OnSoundUpdateMeta", description: "Called when
new metadata was received from a network stream. (.pls playlist streams) This can
be the name of the station, song, and artist.", syntax: "OnSoundUpdateMeta(sound,
meta)", details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnSoundFinished`']: {name: "OnSoundFinished", description: "Called when a
sound created by CreateSound or CreateSound3D stopped playing.", syntax:
"OnSoundFinished(sound)", details: "Type: Event,Context: Client,Introduced: v1.0"},
['`OnObjectNetworkUpdatePropertyValue`']: {name:
"OnObjectNetworkUpdatePropertyValue", description: "Called when a property value is
updated from the network.", syntax: "OnObjectNetworkUpdatePropertyValue(object,
PropertyName, PropertyValue)", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`OnVehicleNetworkUpdatePropertyValue`']: {name:
"OnVehicleNetworkUpdatePropertyValue", description: "Called when a property value
is updated from the network.", syntax:
"OnVehicleNetworkUpdatePropertyValue(vehicle, PropertyName, PropertyValue)",
details: "Type: Function,Context: Client,Introduced: v1.0"},
['`OnPlayerNetworkUpdatePropertyValue`']: {name:
"OnPlayerNetworkUpdatePropertyValue", description: "Called when a property value is
updated from the network.", syntax: "OnPlayerNetworkUpdatePropertyValue(player,
PropertyName, PropertyValue)", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`OnNPCNetworkUpdatePropertyValue`']: {name: "OnNPCNetworkUpdatePropertyValue",
description: "Called when a property value is updated from the network.", syntax:
"OnNPCNetworkUpdatePropertyValue(npc, PropertyName, PropertyValue)", details:
"Type: Function,Context: Client,Introduced: v1.0"},
['`OnPickupNetworkUpdatePropertyValue`']: {name:
"OnPickupNetworkUpdatePropertyValue", description: "Called when a property value is
updated from the network.", syntax: "OnPickupNetworkUpdatePropertyValue(pickupId,
PropertyName, PropertyValue)", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`OnText3DNetworkUpdatePropertyValue`']: {name:
"OnText3DNetworkUpdatePropertyValue", description: "Called when a property value is
updated from the network.", syntax: "OnText3DNetworkUpdatePropertyValue(textId,
PropertyName, PropertyValue)", details: "Type: Function,Context: Client,Introduced:
v1.0"},
['`OnDoorNetworkUpdatePropertyValue`']: {name:
"OnDoorNetworkUpdatePropertyValue", description: "Called when a property value is
updated from the network.", syntax: "OnDoorNetworkUpdatePropertyValue(door,
PropertyName, PropertyValue)", details: "Type: Function,Context: Client,Introduced:
v1.1.0"},
['`OnQueryError`']: {name: "OnQueryError", description: "Generic event that is
called when there is a mariadb query error.", syntax: "OnQueryError(errorid,
error_str, query_str, handle_id)", details: "Type: Event,Context:
Server,Introduced: v1.0"},
['`mariadb_log`']: {name: "mariadb_log", description: "Set the mariaDB logging
level.", syntax: "mariadb_log(level_str)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_connect_file`']: {name: "mariadb_connect_file", description: "Connect
using configuration from a file.", syntax: "mariadb_connect_file(file_name)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_connect`']: {name: "mariadb_connect", description: "Connect to the
mariadb database.", syntax: "mariadb_connect(host_str, user_str, passwd_str, db_str
[, ssl_key_file, ssl_cert_file, ssl_ca_file, ssl_ca_path, ssl_cipher])", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_close`']: {name: "mariadb_close", description: "Close a mariaDB
connection made with mariadb_connect or mariadb_connect_file.", syntax:
"mariadb_close(handle_id)", details: "Type: Function,Context: Server,Introduced:
v1.0"},
['`mariadb_unprocessed_queries`']: {name: "mariadb_unprocessed_queries",
description: "Get the number of unprocessed queries.", syntax:
"mariadb_unprocessed_queries(handle_id)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_query`']: {name: "mariadb_query", description: "Executes a query in a
thread. Execution of order is as called.", syntax: "mariadb_query(handle, query_str
[, callback_func, callback_args...])", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_async_query`']: {name: "mariadb_async_query", description: "Executes
a query in different parallel threads. Order of execution cannot be guaranteed.
Better use mariadb_query if you are unsure about it.", syntax:
"mariadb_async_query(handle, query_str [, callback_func, callback_args...])",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_await_query`']: {name: "mariadb_await_query", description: "Executes
a query immediately blocking the main thread until it completes execution. You
should use mariadb_query most of the times.", syntax:
"mariadb_await_query(handle_id, query_str [, use_result])", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_query_file`']: {name: "mariadb_query_file", description: "This
function reads all queries from the specified file and executes them.", syntax:
"mariadb_query_file(handle_id, file_path [, callback_func, callback_args])",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_await_query_file`']: {name: "mariadb_await_query_file", description:
"Execute a query from the specified file.", syntax:
"mariadb_await_query_file(handle_id, file_path [, use_cache])", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_errno`']: {name: "mariadb_errno", description: "Returns the error
code of the error message from the previous MariaDB operation.", syntax:
"mariadb_errno(handle_id)", details: "Type: Function,Context: Server,Introduced:
v1.0"},
['`mariadb_error`']: {name: "mariadb_error", description: "Get's the last error
message (if any) as a string.", syntax: "mariadb_error(handle_id)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_escape_string`']: {name: "mariadb_escape_string", description:
"Escapes the specified string from SQL injections.", syntax:
"mariadb_escape_string(handle_id, source_str)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_prepare`']: {name: "mariadb_prepare", description: "Prepares a SQL
statement with SQL-injection safe query.", syntax: "mariadb_prepare(handle_id,
format_str)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_set_charset`']: {name: "mariadb_set_charset", description: "Sets the
sqlserver charset to be used.", syntax: "mariadb_set_charset(handle_id,
charset_str)", details: "Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_charset`']: {name: "mariadb_get_charset", description: "Gets the
current charset.", syntax: "mariadb_get_charset(handle_id)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_stat`']: {name: "mariadb_stat", description: "Use this function to
retrieve the status of the MariaDB server.", syntax: "mariadb_stat(handle_id)",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_row_count`']: {name: "mariadb_get_row_count", description:
"Returns the row count of the query result.", syntax: "mariadb_get_row_count()",
details: "Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_field_count`']: {name: "mariadb_get_field_count", description:
"Returns the number of fields.", syntax: "mariadb_get_field_count()", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_result_count`']: {name: "mariadb_get_result_count", description:
"Get the result count", syntax: "mariadb_get_result_count()", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_field_name`']: {name: "mariadb_get_field_name", description:
"Gets the field name at a specific index.", syntax:
"mariadb_get_field_name(field_idx)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_set_result`']: {name: "mariadb_set_result", description:
"__EDIT_ME__", syntax: "mariadb_set_result(result_idx)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_value_index`']: {name: "mariadb_get_value_index", description:
"Retrieves a value from the result set as a string.", syntax:
"mariadb_get_value_index(row_idx, column_idx)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_get_value_index_int`']: {name: "mariadb_get_value_index_int",
description: "Retrieves a value from the result set as a decimal number.", syntax:
"mariadb_get_value_index_int(row_idx, column_idx)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_value_index_float`']: {name: "mariadb_get_value_index_float",
description: "Retrieves a value from the result set as an floating point number.",
syntax: "mariadb_get_value_index_float(row_idx, column_idx)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_value_name`']: {name: "mariadb_get_value_name", description: "Get
the string value from the query using the row index and column name.", syntax:
"mariadb_get_value_name(row_idx, column_name)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_get_value_name_int`']: {name: "mariadb_get_value_name_int",
description: "Get the integer value from the query using the row index and column
name.", syntax: "mariadb_get_value_name_int(row_idx, column_name)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_value_name_float`']: {name: "mariadb_get_value_name_float",
description: "Get the float value from the query using the row index and column
name.", syntax: "mariadb_get_value_name_float(row_idx, column_name)", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_save_result`']: {name: "mariadb_save_result", description: "Saves the
active result in the memory and returns a result Id to access it for later use.",
syntax: "mariadb_save_result()", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_delete_result`']: {name: "mariadb_delete_result", description:
"Delete the specified result from the memory. Created by mariadb_save_result.",
syntax: "mariadb_delete_result(id)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_set_active_result`']: {name: "mariadb_set_active_result",
description: "Set the specified result active.", syntax:
"mariadb_set_active_result(id)", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_unset_active_result`']: {name: "mariadb_unset_active_result",
description: "Set the specified cache result inactive.", syntax:
"mariadb_unset_active_result()", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_is_any_result_active`']: {name: "mariadb_is_any_result_active",
description: "Checks if there is an active result set. Either in a query callback
or through a saved result set by mariadb_save_result and
mariadb_set_active_result.", syntax: "mariadb_is_any_result_active()", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_is_valid_result`']: {name: "mariadb_is_valid_result", description:
"Check if the id is a valid result set that can be activated. The id comes from
mariadb_save_result.", syntax: "mariadb_is_valid_result(id)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_affected_rows`']: {name: "mariadb_get_affected_rows",
description: "Returns the number of affected rows if the query was a CRUD (Create,
read, update and delete) query.", syntax: "mariadb_get_affected_rows()", details:
"Type: Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_warning_count`']: {name: "mariadb_get_warning_count",
description: "Returns the number of warnings the sent query generated.", syntax:
"mariadb_get_warning_count()", details: "Type: Function,Context: Server,Introduced:
v1.0"},
['`mariadb_get_insert_id`']: {name: "mariadb_get_insert_id", description:
"Retrieves the ID generated for an AUTO_INCREMENT column by the sent query (usually
INSERT).", syntax: "mariadb_get_insert_id()", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_get_query_exec_time`']: {name: "mariadb_get_query_exec_time",
description: "Gets the time in milliseconds how long this query took to execute.",
syntax: "mariadb_get_query_exec_time()", details: "Type: Function,Context:
Server,Introduced: v1.0"},
['`mariadb_get_query_string`']: {name: "mariadb_get_query_string", description:
"Gets the query string of the active result.", syntax:
"mariadb_get_query_string()", details: "Type: Function,Context: Server,Introduced:
v1.0"},
['`mariadb_get_row`']: {name: "mariadb_get_row", description: "Get the result
row at an index.", syntax: "mariadb_get_row(row_idx)", details: "Type:
Function,Context: Server,Introduced: v1.0"},
['`mariadb_get_assoc`']: {name: "mariadb_get_assoc", description: "Get the
specified row's association in a table with column name as the index.", syntax:
"mariadb_get_assoc(row_idx)", details: "Type: Function,Context: Server,Introduced:
v1.0"},