h1z1-server
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    Hierarchy (View Summary)

    Index

    Constructors

    • Parameters

      • characterId: string
      • transientId: number
      • actorModelId: number
      • position: Float32Array
      • rotation: Float32Array
      • server: ZoneServer2016
      • itemDefinitionId: number
      • ownerCharacterId: string
      • parentObjectCharacterId: string
      • slot: string

      Returns ConstructionDoor

    Properties

    actorModelId: number

    Id of the model that corresponds to the entity

    characterId: string

    Universal Identifier, used for locating the home of an entity

    closedAngle: number
    closeSound: number
    damageRange: number

    Range at which the door entity will receive damage from explosions

    destroyed: boolean = false

    Returns true when a window is broken

    destroyedModel: number
    destroyedModels: number[]
    effectTags: number[] = []

    Used for vehicle abilities, array of the corresponding vehicles effects

    fixedPosition: Float32Array

    Fixed position the door remains at while it's closed

    flags: {
        bit0: number;
        bit1: number;
        bit10: number;
        bit11: number;
        bit13: number;
        bit14: number;
        bit15: number;
        bit16: number;
        bit17: number;
        bit18: number;
        bit19: number;
        bit2: number;
        bit22: number;
        bit23: number;
        bit3: number;
        bit4: number;
        bit5: number;
        bit6: number;
        bit7: number;
        bit9: number;
        knockedOut: number;
        noCollide: number;
        nonAttackable: number;
        projectileCollision: number;
    } = ...

    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

    grantedAccess: string[] = []

    List of all accessed players on a door entity: demolish permission also grants access

    h1emu_ai_id?: bigint
    headActor: string = ...

    Returns the modelId of the lightweight, zombies or players

    health: number = 1000000

    Health of the lightweight

    interactionDistance: number

    Distance (H1Z1 meters) at which the player can interact with the entity

    isDecayProtected: boolean = false

    Used by DecayManager, determines if the entity will be damaged the next decay tick

    isLightweight: boolean = true

    Returns true if the character is a lightweight

    isOpen: boolean = false

    Returns true if the player opens the door

    isSecured: boolean = true

    Used to determine whether the parent object is secured - having the door open makes the parent object unsecured

    itemDefinitionId: number

    ItemDefinitionId of the door

    materialType: number

    The physical material the entity is made of - See enums.ts/MaterialTypes for more information

    maxHealth: number = 1000000

    Maximum health of the lightweight

    movementVersion: number = 0
    moving: boolean = false

    Returns true while the door is the process of closing/opening

    nameId: number = 0

    Id of the lightweight, used in determining the proper name for HUDTimer and InteractionString

    navAgent?: CrowdAgent
    npcRenderDistance: number = 150

    Distance (H1Z1 meters) where the DoorEntity will spawn for the player

    openAngle: number
    openSound: number
    ownerCharacterId: string

    CharacterId of the player that owns the door entity

    parentObjectCharacterId: string

    The parent object the door entity is attached to

    passwordHash: number = 0

    Hashed password for the door

    placementTime: number = ...

    Time (milliseconds) the door was placed at

    positionUpdateType: PositionUpdateType = PositionUpdateType.STATIC

    Determines if the lightweight is moving with the positionUpdate - Avcio

    profileId: number = 0

    Used for constructions

    scale: Float32Array<ArrayBuffer> = ...

    Physical size of the entity based on the entity model

    slot: string

    Current slot from the parent object the door is attached to

    spawnerId: number
    startRot: Float32Array

    Default rotation for the

    state: {
        lookAt: Float32Array;
        position: Float32Array;
        rotation: Float32Array;
        yaw: number;
    }

    State of the BaseLightweightCharacter, includes: state (Float32Array), rotation(Float32Array), lookAt(Float32Array), and yaw (number)

    temporaryActorModelId?: number
    transientId: number

    Required for interactable entities, npc and interaction components packet

    useSimpleStruct: boolean = false

    Determines if the lightweight should be used as a SimpleNpc (non-moving)

    Methods