h1z1-server
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    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    Methods

    Constructors

    • Parameters

      • characterId: string
      • transientId: number
      • actorModelId: number
      • position: Float32Array
      • rotation: Float32Array
      • server: ZoneServer2016
      • itemDefinitionId: number
      • ownerCharacterId: string
      • ownerName: string
      • parentObjectCharacterId: string
      • BuildingSlot: undefined | string
      • OptionaloverrideEulerAngle: number

      Returns ConstructionParentEntity

    Properties

    actorModelId: number

    Id of the model that corresponds to the entity

    boundsOn?: CubeBounds
    boundsUnder?: CubeBounds

    For detecting players / objects underneath a foundation

    characterId: string

    Universal Identifier, used for locating the home of an entity

    cubebounds?: CubeBounds

    3d boundaries of the space the ConstructionParentEntity occupies (8 vertice points)

    damageRange: number

    Range that the ConstructionParentEntity will take damage from explosives

    destroyedEffect: number = Effects.PFX_Death_Barricade01
    effectTags: number[] = []

    Used for vehicle abilities, array of the corresponding vehicles effects

    eulerAngle: number

    Used for manipulating the X, Y, and Z axes for the ConstructionChildEntity

    expansionSlots: ConstructionSlotPositionMap = {}

    Data on deck expansions - includes [slot: number] of position (Float32Array) and rotation (Float32Array)

    fixedPosition?: Float32Array<ArrayBufferLike>

    Static position of the ConstructionChildEntity

    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

    freeplaceEntities: {
        [characterId: string]:
            | ConstructionDoor
            | ConstructionChildEntity
            | LootableConstructionEntity;
    } = {}

    Objects that don't occupy any sockets inside of the ConstructionChildEntity, uses CharacterId (string) for indexing

    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

    isSecured: boolean

    Returns true if the ConstructionChildEntity is secured by a door

    itemDefinitionId: number

    Id of the ConstructionParentEntity - See ServerItemDefinitions.json for more information

    lastDamagedTimestamp: number = 0

    Last time the ConstructionParentEntity was damaged

    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
    nameId: number = 0

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

    navAgent?: CrowdAgent
    npcRenderDistance: number

    Distance (H1Z1 meters) where the entity will render, when undefined, uses the zoneserver._charactersRenderDistance value instead

    occupiedExpansionSlots: { [slot: number]: ConstructionParentEntity } = {}

    HashMap of occupied expansion slots for a deck foundation (1 per side - 4 total), uses slot (number) for indexing

    occupiedRampSlots: { [slot: number]: ConstructionChildEntity } = {}

    HashMap of occupied ramp slots for a deck foundation (3 per side - 12 total), uses slot (number) for indexing

    occupiedShelterSlots: { [slot: number]: ConstructionChildEntity } = {}
    occupiedUpperWallSlots: { [slot: number]: ConstructionChildEntity } = {}
    occupiedWallSlots: {
        [slot: number]: ConstructionDoor | ConstructionChildEntity;
    } = {}
    ownerCharacterId: string

    CharacterId of the player who placed the ConstructionParentEntity

    parentObjectCharacterId: string

    The parent object the ConstructionChildEntity is attached to

    permissions: { [characterId: string]: ConstructionPermissions } = {}

    Allowed permissions for players on the ConstructionParentEntity, determines if a player can visit, use containers, build or demolish

    placementTime: number = ...

    Time (milliseconds) the ConstructionChildEntity was placed

    positionUpdateType: PositionUpdateType = PositionUpdateType.STATIC

    Determines if the lightweight is moving with the positionUpdate - Avcio

    profileId: number = 0

    Used for constructions

    Data on a ramp - includes: [slot: number] of position (Float32Array) and rotation (Float32Array)

    scale: Float32Array<ArrayBuffer> = ...

    Physical size of the entity based on the entity model

    shelterSlots: ConstructionSlotPositionMap = {}
    shelterSlotsPlacementTimer: ShelterSlotsPlacementTimer = {}
    slot: string

    Index of the parent slot, used by ConstructionChildEntity - also determines CubeBounds

    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
    ticksWithoutObjects: number = 0

    Used by decay manager to determine the amount of ticks a ConstructionParentEntity has spent without any occupied slots

    transientId: number

    Required for interactable entities, npc and interaction components packet

    undoPlacementTime: number = 600000

    Time (milliseconds) the player has to undo placement on the ConstructionChildEntity

    upperWallSlots: ConstructionSlotPositionMap = {}

    FOR UPPER WALL ON WALLS / DOORWAYS

    upperWallSlotsPlacementTimer: ShelterSlotsPlacementTimer = {}
    useSimpleStruct: boolean = false

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

    FOR DOORS ON SHELTERS / DOORWAYS / LOOKOUT

    wallSlotsPlacementTimer: ShelterSlotsPlacementTimer = {}

    Methods