Universal Identifier, used for locating the home of an entity
Range at which the door entity will receive damage from explosions
Returns true when a window is broken
Used for vehicle abilities, array of the corresponding vehicles effects
Readonly
fixedFixed position the door remains at while it's closed
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
List of all accessed players on a door entity: demolish permission also grants access
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 entity
Used by DecayManager, determines if the entity will be damaged the next decay tick
Returns true if the character is a lightweight
Returns true if the player opens the door
Used to determine whether the parent object is secured - having the door open makes the parent object unsecured
Readonly
itemItemDefinitionId of the door
The physical material the entity is made of - See enums.ts/MaterialTypes for more information
Maximum health of the lightweight
Returns true while the door is the process of closing/opening
Id of the lightweight, used in determining the proper name for HUDTimer and InteractionString
Optional
navDistance (H1Z1 meters) where the DoorEntity will spawn for the player
CharacterId of the player that owns the door entity
The parent object the door entity is attached to
Hashed password for the door
Time (milliseconds) the door was placed at
Determines if the lightweight is moving with the positionUpdate - Avcio
Used for constructions
Physical size of the entity based on the entity model
Readonly
slotCurrent slot from the parent object the door is attached to
Default rotation for the
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)
Optional
client: ZoneClient2016Optional
useRaycast: booleanOptional
isInstant: booleanGets the lightweight npc/pc packet fields for use in sendself, addlightweightnpc, or addlightweightpc
Id of the model that corresponds to the entity