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World

enum VehicleUpgradeMethod

VehicleUpgradeMethod = {
STOCK = 0,
BASE = 1,
POWER = 2,
MAX = 3,
RANDOM = 4,
}

enum VehicleUpgradeMethod

VehicleBoostDir = {
FORWARD = 0,
RIGHT = 1,
BACK = 2,
LEFT = 3,
UP = 4,
DOWN = 5
}

entity.delete

Deletes any entity (object, pedestrian, transport) in the world.

  • Parameters:

    NameTypeDescription
    handleintegerThe integer handle of the entity to delete.
    on_deleted?fun(handle: integer)Callback function that is called when the entity is successfully deleted. The 'handle' is the same as the one passed to function.
    on_failed?fun(handle: integer)Callback function that is called when the deletion fails. The 'handle' is the same as the one passed to function.
  • Methods:

    • entity.delete(handle, on_deleted, on_failed)

entity.has_control

Checks if the user has control over the specified entity.

  • Parameters:

    NameTypeDescription
    handleintegerThe integer handle of the entity to check control.
  • Return:

    TypeDescription
    booleanReturns true if the user has control over the entity, or if the game is in singleplayer mode; false otherwise.
  • Methods:

    • entity.has_control(handle)

entity.request_control

Requests control of the specified entity asynchronously.

  • Parameters:

    NameTypeDescription
    handleintegerThe integer handle of the entity for which control is being requested.
    on_obtain?fun(handle: integer, tag?: integer)Optional callback function called upon successful control acquisition. The 'handle' is the entity handle, and 'tag' is an optional additional parameter that can be used to assist in identifying the entity whose request was obtained.
    tag?integerAn optional integer tag that can be passed to the callback function to help identify the entity whose control was requested.
  • Methods:

    • entity.request_control(handle, on_obtain, tag)

pedestrian.spawn

Spawns a pedestrian at specified coordinates or near the local player if no position is provided.

  • Methods:
    • pedestrian.spawn(...)

pedestrian.spawn_random

This function spawns a random pedestrian using a random model available in the game. The pedestrian is spawned 5 meters in front of the specified player and can be made networkable for visibility in multiplayer mode.

  • Parameters:

    NameTypeDescription
    nInFrontOf?integerThe identifier of the player in front of whom the pedestrian will be created. If not specified or -1, the function automatically uses the identifier of the local player.
    bConsciousness?booleanA flag indicating whether the pedestrian should be conscious. If true, the pedestrian will start wandering with standard behavior. If false or not specified, the pedestrian is created without any assigned tasks.
  • Return:

    TypeDescription
    integerReturns the identifier of the created pedestrian on success, or 0 if the creation fails.
  • Methods:

    • pedestrian.spawn_random(nInFrontOf, bConsciousness)

pedestrian.possess

This function makes the player take control of the pedestrian identified by the given handle.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the pedestrian to be possessed.
  • Return:

    TypeDescription
    booleanReturns true if the player successfully possesses the pedestrian, false otherwise.
  • Methods:

    • pedestrian.possess(handle)

pedestrian.get_random

This function selects a random pedestrian, with an option to ignore those in or near vehicles.

  • Parameters:

    NameTypeDescription
    ignore_vehicles?booleanOptionally specifies whether to ignore pedestrians in or near vehicles. If true, pedestrians in or near vehicles will not be considered. If false or not specified, all pedestrians are considered.
  • Return:

    TypeDescription
    integerReturns the handle of the randomly selected pedestrian, or 0 if no suitable pedestrian is found.
  • Methods:

    • pedestrian.get_random(ignore_vehicles)

pedestrian.make_guard

Transforms the specified pedestrian into a marine bodyguard. Enhances the pedestrian's abilities for improved combat performance.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the pedestrian to be transformed.
  • Return:

    TypeDescription
    booleanReturns true if the transformation was successful, false otherwise.
  • Methods:

    • pedestrian.make_guard(handle)

pedestrian.send_assassin

Sends an assassin after a specified pedestrian or player with parameters for improved combat performance. Note: All parameters except the target are optional. Defaults apply where not specified.

  • Overloads:

    1. pedestrian.send_assassin(handle, model?, weapon?, vehicle?)
    2. pedestrian.send_assassin(ply, model?, weapon?, vehicle?)
  • Parameters:

    NameTypeDescription
    handlenumberplayer_t The target pedestrian or player identifier.
    model?integerThe hash of the assassin's model. Default: s_m_y_swat_01
    weapon?integerThe hash of the assassin's weapon. Default: WEAPON_ASSAULTRIFLE
    vehicle?integerThe hash of the vehicle for the assassin. If specified, determines the assassin's approach: driving if in the driver's seat, waiting if in the passenger's seat. Default: 0
  • Return:

    TypeDescription
    integerReturns the handle of the spawned assassin on success, or 0 if an error occurred.
  • Methods:

    • pedestrian.send_assassin(handle_or_ply, model, weapon, vehicle)

pedestrian.repair

Repairs the specified pedestrian. This function must be called within a fiber context; otherwise, it will cease operation and return false. The function restores the pedestrian to a healthy state, resurrecting them if dead and healing injuries.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the pedestrian to be repaired.
  • Return:

    TypeDescription
    booleanReturns true if the pedestrian was successfully repaired, false if called outside of a script thread or if the operation failed.
  • Methods:

    • pedestrian.repair(handle)

vehicle.spawn

@overload fun(name: string)

TODO: format me

  • Methods:
    • vehicle.spawn(...)

vehicle.spawn_preset

@overload fun(name: string)

TODO: format me

  • Methods:
    • vehicle.spawn_preset(...)

vehicle.get_presets

Retrieves a list of names for cloud-synced vehicle presets.

  • Return:

    TypeDescription
    table[string]A table of strings, each representing the name of a cloud-synced vehicle that can be spawned.
  • Methods:

    • vehicle.get_presets()

vehicle.repair

Repairs and cleans the specified vehicle.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the vehicle to repair and clean.
  • Methods:

    • vehicle.repair(handle)

vehicle.clean

Cleans the specified vehicle.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the vehicle to clean.
  • Methods:

    • vehicle.clean(handle)

vehicle.ignite

Ignites the specified vehicle.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the vehicle to ignite.
  • Methods:

    • vehicle.ignite(handle)

vehicle.extinguish

Extinguishes fire on the specified vehicle.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the vehicle to extinguish.
  • Methods:

    • vehicle.extinguish(handle)

vehicle.start_engine

Starts the engine of the specified vehicle.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the vehicle whose engine is to be started.
  • Methods:

    • vehicle.start_engine(handle)

vehicle.stop_engine

Stops the engine of the specified vehicle.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the vehicle whose engine is to be stopped.
  • Methods:

    • vehicle.stop_engine(handle)

vehicle.upgrade

This function upgrades a vehicle based on the specified upgrade type. If no type is specified, it defaults to the maximum upgrade level.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the vehicle to upgrade.
    type?VehicleUpgradeMethodThe type of upgrade to apply. Default: VehicleUpgradeMethod.MAX
  • Methods:

    • vehicle.upgrade(handle, type)

vehicle.teleport

Teleports a vehicle to a specified location.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the vehicle to teleport.
    postableA table with 'x', 'y', and 'z' fields representing the destination coordinates.
    tries?integer(default: 1) The number of attempts to teleport the vehicle. If more than one attempt is needed, the function must be run within a fiber to manage multiple attempts.
  • Methods:

    • vehicle.teleport(handle, pos, tries)

vehicle.boost

Boosts a vehicle in a specified direction with a specified power.

  • Parameters:

    NameTypeDescription
    handleintegerThe handle of the vehicle to boost.
    power?numberThe magnitude of the boost force to apply. Default: 1000.0
    dir?VehBoostDirThe direction in which to apply the boost. Default: VehBoostDir.FORWARD
  • Methods:

    • vehicle.boost(handle, power, dir)

object.spawn

Spawns an object at specified coordinates or at the default location near the local player if no position is provided.

  • Methods:
    • object.spawn(...)