Universal Identifier, used for locating the home of an entity
Returns true upon explosion of the explosive
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 entity
Returns true if the character is a lightweight
Id of the item - See ServerItemDefinitions.json for more information
The physical material the entity is made of - See enums.ts/MaterialTypes for more information
Maximum health of the lightweight
Optional
mineThe delay it takes for the landmine to be armed
Id of the lightweight, used in determining the proper name for HUDTimer and InteractionString
Optional
navThe distance where the explosive will render for the player
the characterId from who place this to keep track
Determines if the lightweight is moving with the positionUpdate - Avcio
Used for constructions
Physical size of the entity based on the entity model
State of the BaseLightweightCharacter, includes: state (Float32Array), rotation(Float32Array), lookAt(Float32Array), and yaw (number)
Optional
temporaryRequired for interactable entities, npc and interaction components packet
Used for shooting explosion with projectiles, 1 for IEDS and a coinflip between 1 and 2 for biofuel/ethanol
Determines if the lightweight should be used as a SimpleNpc (non-moving)
Optional
client: ZoneClient2016Optional
client: ZoneClient2016Optional
isInstant: booleanCalled when the explosive gets hit by a projectile (bullet, arrow, etc.)
Gets the lightweight npc/pc packet fields for use in sendself, addlightweightnpc, or addlightweightpc
Id of the model that corresponds to the entity