Abstract
Id of the model that corresponds to the entity
Universal Identifier, used for locating the home of an entity
The default items that will spawn on and with the BaseFullCharacter
Used for vehicle abilities, array of the corresponding vehicles effects
Adjustable flags for the lightweight, useful flags: nonAttackable - disables melee flinch noCollide - determines if NpcCollision packet gets sent on player collide bit13 - causes a crash if 1 with noCollide 1 knockedOut - currently used for determining if a character is dead
Optional
h1emu_Returns the modelId of the lightweight, zombies or players
Health of the lightweight
Distance (H1Z1 meters) at which the player can interact with the BaseLootableEntity
Returns true if the character is a lightweight
Determines if the entity BaseLootableEntity should be a lootbag, Returns true if the modelId is included in the array below
The physical material the entity is made of - See enums.ts/MaterialTypes for more information
Maximum health of the lightweight
Optional
mountedThe current character interacting with the BaseLootableEntity
Id of the lightweight, used in determining the proper name for HUDTimer and InteractionString
Optional
navDistance (H1Z1 meters) where the entity will render, when undefined, uses the zoneserver._charactersRenderDistance value instead
Optional
onCallback for OnFullCharacterDataRequest
Determines if the lightweight is moving with the positionUpdate - Avcio
Used for constructions
Physical size of the entity based on the entity model
Used to determine whether the modelId should spawn loot when the global respawns occur, Returns false if the modelId is not included in the array below
State of the BaseLightweightCharacter, includes: state (Float32Array), rotation(Float32Array), lookAt(Float32Array), and yaw (number)
Optional
temporaryRequired for interactable entities, npc and interaction components packet
Determines if the lightweight should be used as a SimpleNpc (non-moving)
Equips an item to a BaseFullCharacter.
The ZoneServer instance.
Optional
item: BaseItemThe item to equip.
Optional: Only used if character param belongs to a client. Sends equipment, loadout, and item update packets to client if true.
Optional: The loadoutSlotId to manually try to equip the item to. This will be found automatically if not defined.
Optional
loadout: LoadoutKitReturns the first container that has enough space for an item stack.
The ZoneServer instance.
The item definition ID to try to put in a container.
The amount of items to try and fit in a container.
Returns a container with available space, or undefined.
Gets the first available loadout slot for a given item.
The ZoneServer instance.
The definition ID of an item to try to find a slot for.
Returns the ID of an available loadout slot.
Gets the first available passive equipment slot for a given item.
The ZoneServer instance.
The definition ID of an item to try to find a slot for.
Returns the ID of an available passive equipment slot.
Gets all inventory containers as an array of items.
Returns an array containing all items across all containers.
Optional
item: BaseItemOptional
count: numberOptional
item: BaseItemOptional
count: numberOptional
item: BaseItemOptional
count: numberOptional
client: ZoneClient2016Optional
isInstant: booleanGets the lightweight npc/pc packet fields for use in sendself, addlightweightnpc, or addlightweightpc
BaseFullCharacter loadout values