BaseFullCharacter loadout values
The time (milliseconds) at which a user has sent a second melee hit
Id of the model that corresponds to the entity
Used to determine if a player has aimlock
Optional
awaitingUniversal Identifier, used for locating the home of an entity
Determines several states of the player such as being in water or knocked out
Values used for detecting Enas movement (spamming crouch for an advantage)
Values determined by what entity the player is looking at and in range of
Current selected slot inside the player's hotbar
Default loadout the player will spawn with
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
Id of the player's group
Optional
h1emu_Values used upon character creation
Returns true if a player has recently melee'd a bee box
Returns the modelId of the lightweight, zombies or players
Used for applying the interval of healing to be applied for any heal type
Health of the lightweight
Used for applying multiple healing types at once
Indicator's for the bottom right HUD: bleeding, bandage, BEES! etc.
Called once SendSelfToClient has been sent
Distance (H1Z1 meters) at which the player can interact with the entity
Used for resources
The guid of the secured shelter the player is inside
Returns true if the character is a lightweight
Determines if a player is currently moving
States set by StanceFlags
Optional
lastValues used by Fairplay
The time at which the most recent unlock attempt, failed
Last login date for the player
Last time (milliseconds) the player melee'd
Last player that the user has whispered to
Readonly
loadoutCurrent player/vehicle loadout
The physical material the entity is made of - See enums.ts/MaterialTypes for more information
Maximum health of the lightweight
Used for keeping track of the location and characterId of the first registered melee hit
Metrics of miscellaneous attributes
Optional
mountedThe current container attached in the top left of the player's inventory
List of ignored players's characterIds
The players in-game name
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
Optional
ownedCharacterId of the vehicle spawned by /hax drive or spawnVehicle
Optional
positionHandles the current position of the player
Determines if the lightweight is moving with the positionUpdate - Avcio
Used for constructions
HashMap of all recipes on a server uses recipeId (number) for indexing
Array of the player's applied HUD indicators
Optional
resourcesUsed to update the status of the players resources
Physical size of the entity based on the entity model
Screen effects applied to a player: bleeding, night vision, etc. (see ScreenEffects.json)
Data for the spawn grid map, keeps track of which grids to block out
Optional
spawnThe location the player spawned at
Optional
stanceCurrent stance of the player: jumping, running etc. (See getStanceFlags for all possible stances)
Used for applying the interval of healing to be applied for any heal type
State of the BaseLightweightCharacter, includes: state (Float32Array), rotation(Float32Array), lookAt(Float32Array), and yaw (number)
Admin tools
Optional
temporaryRequired for interactable entities, npc and interaction components packet
Determines if the lightweight should be used as a SimpleNpc (non-moving)
Time (milliseconds) at which the player last exited a vehicle
Current stance of the player while holding a weapon
Static
isSet by isAlive(state), determines whether the player is alive
Checks whether the player is alive
Sets the knocked out state of the character to determine aliveness
Optional
damageCallback: () => voidEquips 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: numberThe current server
The lootable entity the player will mount to
Optional
isInstant: booleanGets the LightweightPC packet fields for use in SelfSendToClient and AddLightweightPC
Optional
oldValue: number
Used for applied effects to a player - burning, movement speed etc.