declare namespace mod { export enum AiInput { Crouch, FireWeapon, Interact, Jump, Prone, Reload, SelectCharacterGadget, SelectOpenGadget, SelectPrimary, SelectSecondary, SelectThrowable, Sprint, Strafe, } export enum AmmoTypes { AR_Carbine_Ammo, Armor_Plate, LMG_Ammo, Pistol_SMG_Ammo, Shotgun_Ammo, Sniper_DMR_Ammo, } export enum ArmorTypes { CeramicArmor, NoArmor, SoftArmor, } export enum BlockingSphereBoolParam { BlockLocking, BlockSpotting, IsCloudBlockingVolume, JamIncomingMissiles, RemoveLaserPainting, RemoveTracerDart, } export enum BombState { Carried, Defusing, Dropped, Inactive, ObjectiveCompleted, Planted, Planting, Resetting, Spawned, Unspawned, } export enum Cameras { FirstPerson, Fixed, Free, ThirdPerson, } export enum CustomNotificationSlots { HeaderText, MessageText1, MessageText2, MessageText3, MessageText4, } export enum EnumTypes { Enum_AiInput, Enum_AmmoTypes, Enum_ArmorDurability, Enum_ArmorTypes, Enum_AwarenessState, Enum_BlockingSphereBoolParam, Enum_BombState, Enum_Cameras, Enum_CustomNotificationSlots, Enum_EnumTypes, Enum_Factions, Enum_Gadgets, Enum_GameModeTicker, Enum_GameStageType, Enum_GolmudTrainMoveCommands, Enum_GolmudTrainStopReason, Enum_GolmudTrainVariants, Enum_InventorySlots, Enum_Maps, Enum_MCOMArmType, Enum_MoveSpeed, Enum_MusicEvents, Enum_MusicPackages, Enum_MusicParams, Enum_ObjectTypes, Enum_PlayerDamageTypes, Enum_PlayerDeathTypes, Enum_PlayerFilterTypes, Enum_PortalTypes, Enum_RestrictedInputs, Enum_ResupplyTypes, Enum_RuntimeSpawn_Abbasid, Enum_RuntimeSpawn_Aftermath, Enum_RuntimeSpawn_Atoll, Enum_RuntimeSpawn_Badlands, Enum_RuntimeSpawn_Battery, Enum_RuntimeSpawn_Capstone, Enum_RuntimeSpawn_Common, Enum_RuntimeSpawn_Contaminated, Enum_RuntimeSpawn_Dumbo, Enum_RuntimeSpawn_Eastwood, Enum_RuntimeSpawn_FireStorm, Enum_RuntimeSpawn_GolmudRailway, Enum_RuntimeSpawn_Granite_Downtown, Enum_RuntimeSpawn_Granite_Marina, Enum_RuntimeSpawn_Granite_MilitaryRnD, Enum_RuntimeSpawn_Granite_MilitaryStorage, Enum_RuntimeSpawn_Granite_ResidentialNorth, Enum_RuntimeSpawn_Granite_TechCenter, Enum_RuntimeSpawn_Granite_Underground, Enum_RuntimeSpawn_Isolated, Enum_RuntimeSpawn_Limestone, Enum_RuntimeSpawn_Ocean, Enum_RuntimeSpawn_Outskirts, Enum_RuntimeSpawn_Plaza, Enum_RuntimeSpawn_Sand, Enum_RuntimeSpawn_Subsurface, Enum_RuntimeSpawn_Tungsten, Enum_ScoreboardType, Enum_ScoreCriteria, Enum_ScreenEffects, Enum_SoldierClass, Enum_SoldierEffects, Enum_SoldierStateBool, Enum_SoldierStateNumber, Enum_SoldierStateVector, Enum_SpawnModes, Enum_SpectatingGroup, Enum_SpotStatus, Enum_Stance, Enum_StationaryEmplacements, Enum_Types, Enum_UIAnchor, Enum_UIBgFill, Enum_UIButtonEvent, Enum_UIDepth, Enum_UIImageType, Enum_VehicleCategories, Enum_VehicleList, Enum_VehicleStateVector, Enum_VoiceOverEvents2D, Enum_VoiceOverFlags, Enum_WeaponAttachments, Enum_Weapons, Enum_WorldIconImages, } export enum Factions { NATO, PaxArmata, } /** * The Gadgets enum. */ export enum Gadgets { /** * Call in an air strike. Does not work in non-BR gamemodes. May not work at all. */ CallIn_Air_Strike, /** * Call in an ammo drop. Does not work in non-BR gamemodes. May not work at all. */ CallIn_Ammo_Drop, /** * Call in an anti-vehicle drop. Does not work in non-BR gamemodes. May not work at all. */ CallIn_Anti_Vehicle_Drop, /** * Call in an artillery strike. */ CallIn_Artillery_Strike, /** * Call in a mobile redeploy. Does not work in non-BR gamemodes. May not work at all. */ CallIn_Mobile_Redeploy, /** * Call in a smoke screen. */ CallIn_Smoke_Screen, /** * Call in a UAV overwatch. */ CallIn_UAV_Overwatch, /** * Call in a weapon drop. Does not work in non-BR gamemodes. May not work at all. */ CallIn_Weapon_Drop, Class_Adrenaline_Injector, Class_Handheld_Jammer, Class_Motion_Sensor, Class_Repair_Tool, /** * Class a supply bag. The player that picks this up will keep the supply bag gadget until respawn. */ Class_Supply_Bag, Deployable_Cover, Deployable_Deploy_Beacon, Deployable_EOD_Bot, Deployable_Grenade_Intercept_System, Deployable_Missile_Intercept_System, Deployable_Portable_Mortar, Deployable_Recon_Drone, Deployable_Vehicle_Supply_Crate, Launcher_Aim_Guided, Launcher_Air_Defense, Launcher_Auto_Guided, Launcher_Breaching_Projectile, Launcher_High_Explosive, Launcher_IGLA, Launcher_Incendiary_Airburst, Launcher_Long_Range, Launcher_Smoke_Grenade, Launcher_Thermobaric_Grenade, Launcher_Unguided_Rocket, Mask_Gas, Mask_NVG, Melee_Combat_Knife, Melee_EOD_Bot_Arm, Melee_Hunting_Knife, Melee_Ice_Axe, Melee_Serrated_Blade, Melee_Sledgehammer, Misc_Acoustic_Sensor_AV_Mine, Misc_Anti_Personnel_Mine, Misc_Anti_Vehicle_Mine, Misc_Assault_Ladder, Misc_Defibrillator, Misc_Demolition_Charge, Misc_Incendiary_Round_Shotgun, Misc_Laser_Designator, Misc_PortalGadget, Misc_Sniper_Decoy, Misc_Supply_Pouch, Misc_Suppression, Misc_Tracer_Dart, Misc_Tripwire_Sensor_AV_Mine, Throwable_Anti_Vehicle_Grenade, Throwable_Flash_Grenade, Throwable_Fragmentation_Grenade, Throwable_Incendiary_Grenade, Throwable_Mini_Frag_Grenade, Throwable_Proximity_Detector, Throwable_Smoke_Grenade, Throwable_Stun_Grenade, Throwable_Throwing_Knife, } export enum GameModeTicker { None, Ticker_Breakthrough, Ticker_Conquest, Ticker_TeamDM, } export enum GameStageType { Phase, Round, } export enum GolmudTrainMoveCommands { MoveEast, MoveWest, Stop, } export enum GolmudTrainStopReason { ReachedEastTerminal, ReachedWestTerminal, StoppedInTransit, } export enum GolmudTrainVariants { MovingTrain, None, StaticTrain_Breakthrough, StaticTrain_Rush, } export enum InventorySlots { Callins, ClassGadget, GadgetOne, GadgetTwo, MeleeWeapon, MiscGadget, PrimaryWeapon, SecondaryWeapon, Throwable, } export enum MCOMArmType { Bomb, Default, } export enum Maps { Abbasid, Aftermath, Atoll, Badlands, Battery, Capstone, Contaminated, Dumbo, Eastwood, Firestorm, GolmudRailway, Granite_ClubHouse, Granite_MainStreet, Granite_Marina, Granite_MilitaryRnD, Granite_MilitaryStorage, Granite_TechCampus, Granite_Underground, Isolated, Limestone, Ocean, Outskirts, Plaza, Sand, Subsurface, Tungsten, } export enum MoveSpeed { InvestigateRun, InvestigateSlowWalk, InvestigateWalk, Patrol, Run, Sprint, Walk, } /** * The MusicEvents enum. */ export enum MusicEvents { /** * A loop that is automatically transitioned into from `BR_InsertionCinematic_Loop`. However, this can be * triggered to transition into the dropzone music earlier. */ BR_InsertionCinematic_Dropzone_Loop, /** * A one-shot that then automatically transitions into `BR_InsertionCinematic_Dropzone_Loop` after a few * seconds, thus becoming a loop. */ BR_InsertionCinematic_Loop, /** * One-shot track. */ BR_InsertionJump, /** * One-shot track. */ BR_InsertionLanding, /** * One-shot track. Played when you are in the last two squads remaining. */ BR_LastTwoSquads, /** * Looping track. Played when you get eliminated before the end of the round. */ BR_Loss_Early_Loop, /** * Looping track. Played when you lost at the end of the round while in third place or worse. */ BR_Loss_EndOfRound_Loop, /** * Looping track. Played when you finish a round and come in second place. */ BR_Loss_SecondPlace_Loop, /** * Pauses whatever BR music is currently playing. */ BR_Pause, /** * One-shot track. */ BR_RespawnSecondChance, /** * One-shot track. */ BR_RespawnTower, /** * Stops any events playing in the BR music package. */ BR_Stop, /** * Unpauses whatever BR music is currently playing. */ BR_Unpause, /** * Looping track. Played when you win a round. */ BR_WonRound_Loop, /** * Played when lobby is filled. Prior to executing this, you may need to set the timer with * `mod.SetMusicParam(mod.MusicParams.BRGauntlet_LobbyTimerRemaining, 10)`, using any value from 10 down to 0. * This parameter only needs to be set once, and does not need to be updated with an actual timer. */ BRGauntlet_LobbyFilled, /** * Quiet looping track, played while waiting for players in the lobby. This is a shared event between BR and * Gauntlet. */ BRGauntlet_WaitingForPlayers_Loop, /** * Quiet and ambient looping track, played when being deployed. */ Core_Deploy_Loop, /** * Played at the end of a match. Controlled by the following states (via `mod.SetMusicParam()`): * - `mod.MusicParams.Core_IsWinning`: Different track for winning (1) and losing (0). * - `mod.MusicParams.Core_Sector`: Different track for non-sector gamemodes 0 and sector gamemodes 1, 2, and 3 * (_same_ music for all three sectors). */ Core_EndOfRound_Loop, /** * One-shot track. */ Core_LastPhaseBegin, /** * Quiet and suspenseful looping track used when in overtime (e.g. capturing a point on Breakthrough in * overtime). */ Core_Overtime_Loop, /** * Quiet and ambient looping track. In core gamemodes, this plays in the pause menu only when there isn't some * other higher-priority music track being played, such as `Core_PhaseEnded`. */ Core_PauseMenu_Loop, /** * One-shot track. Controlled by the following states (via `mod.SetMusicParam()`): * - `mod.MusicParams.Core_IsWinning`: Different track for winning (1) and losing (0). * - `mod.MusicParams.Core_Sector`: Different track for non-sector gamemodes 0 and sector gamemodes 1, 2, and 3 * (_unique_ music for each sector). */ Core_PhaseBegin, /** * One-shot music track. Controlled by the following states (via `mod.SetMusicParam()`): * - `mod.MusicParams.Core_IsWinning`: Different track for winning (1) and losing (0). * - `mod.MusicParams.Core_Sector`: Different track for non-sector gamemodes 0 and sector gamemodes 1, 2, and 3 * (_unique_ music for each sector). */ Core_PhaseEnded, /** * Need to confirm this, but it might need to be triggered while another non-stinger music event (or * `mod.MusicParams.Core_Urgency`) is playing. */ Core_Stinger_Negative, /** * Need to confirm this, but it might need to be triggered while another non-stinger music event (or * `mod.MusicParams.Core_Urgency`) is playing. */ Core_Stinger_Positive, /** * Need to confirm this, but it might need to be triggered while another non-stinger music event (or * `mod.MusicParams.Core_Urgency`) is playing. */ Core_Stinger_RankUp, /** * Stops any events playing in the core music package. */ Core_Stop, /** * One-shot track. */ Gauntlet_Deploy, /** * Looping track. */ Gauntlet_Loss_FinalMission_Loop, /** * Looping track. Played when losing on any mission other than the final one. */ Gauntlet_Loss_Loop, /** * One-shot track. */ Gauntlet_MissionBriefing_Final, /** * One-shot track. */ Gauntlet_MissionBriefing_One, /** * One-shot track. */ Gauntlet_MissionBriefing_Three, /** * One-shot track. */ Gauntlet_MissionBriefing_Two, /** * Pauses whatever Gauntlet music is currently playing. */ Gauntlet_Pause, /** * Looping track. Contains a smooth transition when triggering `Gauntlet_Qualified_Outro`. */ Gauntlet_Qualified_Loop, /** * One-shot track. Transitions nicely from `Gauntlet_Qualified_Loop` but can also be triggered as a standalone. */ Gauntlet_Qualified_Outro, /** * Stops any events playing in the Gauntlet music package. */ Gauntlet_Stop, /** * Unpauses whatever Gauntlet music is currently playing. */ Gauntlet_Unpause, /** * Long one-shot track, 35s long. */ Gauntlet_Urgency, /** * Long one-shot track, 35s long. */ Gauntlet_Urgency_FinalMission, /** * Looping track. */ Gauntlet_WonOperation_Loop, /** * Clears the queue of tracks. This is the only way to do so. Note, playing a track does not clear it out of the * queue, as you may want to loop your queued tracks. */ Radio_ClearQueue, /** * Skips to the next track in the queue. What will happen at the end of your queue depends on * `mod.MusicParams.Radio_ContinueQueueOnTrackEnd` and `mod.MusicParams.Radio_LoopQueuedTracks`. */ Radio_NextQueuedTrack, /** * Starts playing the queued tracks in the currently selected station. If the queue is empty, nothing will play. * Controlled by the following states (via `mod.SetMusicParam()`): * - `mod.MusicParams.Radio_Channel`: You must select one channel and queue up tracks within it. * Channels are listed in the `MusicParams` section. * - `mod.MusicParams.Radio_Biome`: If you choose the biome channel * (`mod.SetMusicParam(mod.MusicParams.Radio_Channel, 4)`), you have several * biomes to choose from, detailed in the `MusicParams` section. * - `mod.MusicParams.Radio_QueueTrackNumber`: You must queue which songs you'd like to hear. Number of * available tracks is detailed in the `MusicParams` section. */ Radio_Play, /** * Stops playing the queued track. Playing again will restart the same song from the beginning (i.e. this is not * a pause function). */ Radio_Stop, } /** * The MusicPackages enum. */ export enum MusicPackages { /** * The Battle Royale music package. */ BR, /** * The core multiplayer gamemode music package (such as conquest and breakthrough). */ Core, /** * The Gauntlet music package. */ Gauntlet, /** * The Radio music package. */ Radio, } /** * The MusicParams enum. */ export enum MusicParams { /** * Loudness of BR music events, represented as a multiplier. 0 is silent, 1 is the full default volume. * This parameter is clamped from 0 to 3, so if you wanted, you can play the music at triple volume. Please be * mindful of not blasting people's ears out. */ BR_Amplitude, /** * Shared parameter for both the BR and Gauntlet music packages. When the lobby fills up in both BR and * Gauntlet, it starts a timer from 10 to 0. * You only need to set this timer once before executing mod.PlayMusic(mod.MusicEvents.BRGauntlet_LobbyFilled), * and you do not need to simulate an actual countdown timer for this parameter */ BRGauntlet_LobbyTimerRemaining, /** * Loudness of core music events, represented as a multiplier. 0 is silent, 1 is the full default volume. * This parameter is clamped from 0 to 3, so if you wanted, you can play the music at triple volume. Please be * mindful of not blasting people's ears out. */ Core_Amplitude, /** * Many core music events have a winning and losing variant, which is controlled by this parameter. This is * effectively a boolean, but this value actually takes in a number 0 or 1. */ Core_IsWinning, /** * This functions like a looping music event. It is a looping track played like when nearing the end of a * round (needs confirming). * As soon as the value goes above 0, urgency music starts playing. * Numbers are clamped to a range between 0 and 3. Each whole number represents one layer of music that plays on * full volume, while the decimals between them act as a crossfade. For example, if you set the value to 2.5, it * plays both layer 2 and layer 3 each at partial volume. */ Core_PhaseUrgency, /** * Some music events in the core music package have different variations based on what sector you are in, * including a variant for game modes that do not use sectors at all. * Set the value to 0 to imply a gamemode that does not use sectors (e.g. Conquest), or use values 1, 2, or 3 to * play music for those respective sectors for a gamemode that does use sectors (e.g. Breakthrough). * Numbers are clamped to a range between 0 and 3, and decimals are rounded to the nearest integer. */ Core_Sector, /** * This functions like a looping music event. It is a looping track played like when nearing the end of a round * (needs confirming). * As soon as the value goes above 0, urgency music starts playing. Numbers are clamped to a range between 0 and * 4. Each whole number represents one layer of music that plays on full volume, while the decimals between them * act as a crossfade. For example, if you set the value to 2.5, it plays both layer 2 and layer 3 each at * partial volume. */ Core_Urgency, /** * Loudness of Gauntlet music events, represented as a multiplier. 0 is silent, 1 is the full default volume. * This parameter is clamped from 0 to 3, so if you wanted, you can play the music at triple volume. Please be * mindful of not blasting people's ears out. */ Gauntlet_Amplitude, /** * Loudness of Radio music events, represented as a multiplier. 0 is silent, 1 is the full default volume. * This parameter is clamped from 0 to 3, so if you wanted, you can play the music at triple volume. Please be * mindful of not blasting people's ears out. */ Radio_Amplitude, /** * If `Radio_Channel` is set to channel 4, this is used to select which biome's radio station to queue tracks * from. The tracks may not necessarily be from the country or region listed in the biome name, but rather are * simply the tracks you hear in radios in maps set in these biomes. * You have access to the following biomes: * - 0: Gibraltar * - 1: Tajikistan * - 2: Egypt * - 3: US - West Coast * - 4: US - East Coast * - 5: Bulgaria * - 6: Turkmenistan */ Radio_Biome, /** * Sets the channel from which you will be queueing tracks. There may be tracks whose genres don't fit the labels * below. You have access to the following channels (the BF Pro channel is not available through the Portal music * system): * - 0: Hip Hop * - 1: Rock * - 2: BF Themes * - 3: Reggaeton * - 4: Biome-specific (selected via `Radio_Biome`) * - 5: Classical * - 6: Pop */ Radio_Channel, /** * If 1, when the current song is done, the next queued song will start. If 0, the radio will auto-stop. Playing the * radio again after a song ends will play the next queued song. */ Radio_ContinueQueueOnTrackEnd, /** * If 1, when the last queued song is done, the song at the start of the queue will start. If 0, the radio will * auto-stop. Playing the radio again after a queued list ends will go back and play the first queued song. */ Radio_LoopQueuedTracks, /** * Select which track to add next in the queue. The queue is empty by default, and no track will play until you * queue up tracks. Here are the track lengths of each station (a station that has 17 tracks are indexed 0 * through 16): * - Channel 0: 17 tracks * - Channel 1: 18 tracks * - Channel 2: 10 tracks * - Channel 3: 2 tracks * - Channel 4: Biome-specific: * - Biome 0: 18 tracks * - Biome 1: 16 tracks * - Biome 2: 16 tracks * - Biome 3: 19 tracks * - Biome 4: 18 tracks * - Biome 5: 2 tracks * - Biome 6: 18 tracks * - Channel 5: 32 tracks * - Channel 6: 15 tracks */ Radio_QueueTrackNumber, } export enum ObjectTypes { AreaTrigger, BlockingSphere, Bomb, CapturePoint, EmplacementSpawner, FixedCamera, HQ, InteractPoint, LootMissionObjectManager, LootSpawner, MapSpecificFeature, MCOM, Player, RingOfFire, ScreenEffect, Sector, SFX, SpatialObject, Spawner, SpawnPoint, Team, Vehicle, VehicleSpawner, VFX, VL7Cloud, VO, Water, WaypointPath, WorldIcon, } export enum PlayerDamageTypes { Default, Explosion, Fall, Fire, Headshot, Melee, } export enum PlayerDeathTypes { Deserting, Drowning, Explosion, Fall, Fire, Headshot, Melee, Penetration, Redeploy, Roadkill, Weapon, } export enum PlayerFilterTypes { None, Player, Squad, TeamId, } export enum PortalTypes { AreaTrigger, Array, BlockingSphere, Bomb, Boolean, CapturePoint, DamageType, DeathType, EmplacementSpawner, FixedCamera, HQ, InteractPoint, LootMissionObjectManager, LootSpawner, MapSpecificFeature, MCOM, Message, Number, Object, Player, PortalEnum, RingOfFire, ScoreboardType, ScreenEffect, Sector, SFX, SpatialObject, Spawner, SpawnPoint, Squad, String, Team, Transform, UIWidget, Variable, Vector, Vehicle, VehicleSpawner, VFX, VL7Cloud, VO, Water, WaypointPath, WeaponPackage, WeaponUnlock, WorldIcon, } export enum RestrictedInputs { CameraPitch, CameraYaw, Crouch, CycleFire, CyclePrimary, FireWeapon, Interact, Jump, MoveForwardBack, MoveLeftRight, Prone, Reload, SelectCharacterGadget, SelectMelee, SelectOpenGadget, SelectPrimary, SelectSecondary, SelectThrowable, Sprint, Zoom, } /** * The ResupplyTypes enum. */ export enum ResupplyTypes { /** * Ammo box gives full primary weapon and secondary weapon ammo. */ AmmoBox, /** * Ammo crate gives 16 primary weapon ammo and 18 secondary weapon ammo. */ AmmoCrate, /** * Supply bag does not seem to do anything. */ SupplyBag, } export enum ScoreCriteria { HighestProgress, LowestProgress, } export enum ScoreboardType { CustomFFA, CustomTwoTeams, DefaultFFA, NotSet, Off, } export enum ScreenEffects { Night, Saturated, Stealth, VL7, } export enum SoldierClass { Assault, Engineer, Recon, Support, } export enum SoldierEffects { FreezeStatusEffect, HeatStatusEffect, VL7Effect, } /** * The SoldierStateBool enum. */ export enum SoldierStateBool { HasBomb, /** * Whether the soldier is an AI soldier. */ IsAISoldier, /** * Whether the soldier is alive. Appears to be the opposite of `IsDead`. * Note that `mod.UndeployPlayer` will not kill the player, so this will remain true. */ IsAlive, /** * Whether the soldier is being revived. */ IsBeingRevived, /** * Whether the soldier is crouching. It is true for the entire time you have instructed your character to * crouch, even if you are not currently crouched or sliding, or if you ever will crouch or slide. For example, * if while in the air you toggle (or hold) crouch on an off, it will be true for the entire time it was toggle * on (or held). */ IsCrouching, /** * Whether the soldier is dead. Appears to be the opposite of `IsAlive`. * Note that `mod.UndeployPlayer` will not kill the player, so this will remain false. */ IsDead, IsDiving, /** * Whether the soldier is firing. It is true for as long as it takes the weapon to animate firing, no matter how * hard or long you press the trigger. If you rapidly fire semi-auto, it is true for every tick until you stop * or run out of ammo. Trying to fire with no ammo does not result in this ever going true. Applies to anything * (i.e. defibrillator, throwables, deployables), but not melee. */ IsFiring, /** * Whether the soldier is in the air. */ IsInAir, /** * Whether the soldier is interacting with something. It is true for 1 tick when interacting with nothing, or * with anything that does not need to be captured (i.e. a radio, door, etc). It is true for the entire time you * are interacting with an MCOM. */ IsInteracting, /** * Whether the soldier is in a vehicle. */ IsInVehicle, /** * Whether the soldier is in water. */ IsInWater, /** * Whether the soldier is jumping. It is true only for the entire time you are in the air as a result of a jump, * not a vault (i.e. vaulting out of a window does not count). */ IsJumping, /** * Whether the soldier is man down. */ IsManDown, /** * Whether the soldier is on the ground. */ IsOnGround, /** * Whether the soldier is parachuting. It is only true for the entire time your parachute is actually deployed. */ IsParachuting, /** * Whether the soldier is prone. It is true for the entire time you have instructed your character to prone or * dive, even if you are not currently prone or diving, or if you ever will prone or dive. For example, if while * in the air you toggle (or hold) prone on an off, it will be true for the entire time it was toggle on (or * held). */ IsProne, /** * Whether the soldier is reloading. It is only true for the entire time you are actually reloading (i.e. the\ * reload animation for your weapon is playing). */ IsReloading, /** * Whether the soldier is reviving someone. It is only true for the entire time you are actually reviving * someone. It is unclear if reviving with a defibrillator affects this. */ IsReviving, /** * Whether the soldier is sprinting. It is only true for the time you are actually moving while sprinting. Can * be as low as 1 tick. */ IsSprinting, /** * Whether the soldier is standing. */ IsStanding, /** * Whether the soldier is vaulting. It is only true for the entire time you're actually vaulting over or onto * something (i.e. the animation of vaulting over an obstacle or grabbing and climbing up a ledge). */ IsVaulting, /** * Whether the soldier is zooming. Is only true for the entire time you are actually aiming down sights. Can be * as low as 1 tick. It is unclear if binoculars or vehicle views affect this. */ IsZooming, } export enum SoldierStateNumber { CurrentHealth, CurrentWeaponAmmo, CurrentWeaponMagazineAmmo, MaxHealth, NormalizedHealth, Speed, } export enum SoldierStateVector { EyePosition, GetFacingDirection, GetLinearVelocity, GetPosition, } export enum SpawnModes { AutoSpawn, Deploy, Spectating, } export enum SpectatingGroup { All, Squad, Team, } export enum SpotStatus { SpotInBoth, SpotInMinimap, SpotInWorld, Unspot, } export enum Stance { Crouch, Prone, Stand, } export enum StationaryEmplacements { BGM71TOW, GDF009, M2MG, } export enum Types { AreaTrigger, Array, BlockingSphere, Bomb, Boolean, CapturePoint, DamageType, DeathType, EmplacementSpawner, Enum_AiInput, Enum_AmmoTypes, Enum_BlockingSphereBoolParam, Enum_BombState, Enum_Cameras, Enum_CustomNotificationSlots, Enum_EnumTypes, Enum_Factions, Enum_Gadgets, Enum_GameModeTicker, Enum_GameStageType, Enum_GolmudTrainMoveCommands, Enum_GolmudTrainStopReason, Enum_GolmudTrainVariants, Enum_InventorySlots, Enum_Maps, Enum_MCOMArmType, Enum_MoveSpeed, Enum_MusicEvents, Enum_MusicPackages, Enum_MusicParams, Enum_ObjectTypes, Enum_PlayerDamageTypes, Enum_PlayerDeathTypes, Enum_PlayerFilterTypes, Enum_PortalTypes, Enum_RestrictedInputs, Enum_ResupplyTypes, Enum_RuntimeSpawn_Abbasid, Enum_RuntimeSpawn_Aftermath, Enum_RuntimeSpawn_Atoll, Enum_RuntimeSpawn_Badlands, Enum_RuntimeSpawn_Battery, Enum_RuntimeSpawn_Capstone, Enum_RuntimeSpawn_Common, Enum_RuntimeSpawn_Contaminated, Enum_RuntimeSpawn_Dumbo, Enum_RuntimeSpawn_Eastwood, Enum_RuntimeSpawn_FireStorm, Enum_RuntimeSpawn_GolmudRailway, Enum_RuntimeSpawn_Granite_Downtown, Enum_RuntimeSpawn_Granite_Marina, Enum_RuntimeSpawn_Granite_MilitaryRnD, Enum_RuntimeSpawn_Granite_MilitaryStorage, Enum_RuntimeSpawn_Granite_ResidentialNorth, Enum_RuntimeSpawn_Granite_TechCenter, Enum_RuntimeSpawn_Granite_Underground, Enum_RuntimeSpawn_Isolated, Enum_RuntimeSpawn_Limestone, Enum_RuntimeSpawn_Ocean, Enum_RuntimeSpawn_Outskirts, Enum_RuntimeSpawn_Plaza, Enum_RuntimeSpawn_Sand, Enum_RuntimeSpawn_Subsurface, Enum_RuntimeSpawn_Tungsten, Enum_ScoreboardType, Enum_ScoreCriteria, Enum_ScreenEffects, Enum_SoldierClass, Enum_SoldierEffects, Enum_SoldierStateBool, Enum_SoldierStateNumber, Enum_SoldierStateVector, Enum_SpawnModes, Enum_SpectatingGroup, Enum_SpotStatus, Enum_Stance, Enum_StationaryEmplacements, Enum_Types, Enum_UIAnchor, Enum_UIBgFill, Enum_UIButtonEvent, Enum_UIDepth, Enum_UIImageType, Enum_VehicleCategories, Enum_VehicleList, Enum_VehicleStateVector, Enum_VoiceOverEvents2D, Enum_VoiceOverFlags, Enum_WeaponAttachments, Enum_Weapons, Enum_WorldIconImages, FixedCamera, HQ, InteractPoint, LootMissionObjectManager, LootSpawner, MapSpecificFeature, MCOM, Message, Number, Object, Player, PortalEnum, RingOfFire, ScoreboardType, ScreenEffect, Sector, SFX, SpatialObject, Spawner, SpawnPoint, Squad, String, Team, Transform, UIWidget, Variable, Vector, Vehicle, VehicleSpawner, VFX, VL7Cloud, VO, Water, WaypointPath, WeaponPackage, WeaponUnlock, WorldIcon, } export enum UIAnchor { BottomCenter, BottomLeft, BottomRight, Center, CenterLeft, CenterRight, TopCenter, TopLeft, TopRight, } export enum UIBgFill { Blur, GradientBottom, GradientLeft, GradientRight, GradientTop, None, OutlineThick, OutlineThin, Solid, } export enum UIButtonEvent { ButtonDown, ButtonUp, FocusIn, FocusOut, HoverIn, HoverOut, } export enum UIDepth { AboveGameUI, BelowGameUI, } export enum UIImageType { CrownOutline, CrownSolid, None, QuestionMark, RifleAmmo, SelfHeal, SpawnBeacon, TEMP_PortalIcon, } export enum VehicleCategories { Air_All, Air_Heli, Air_Plane, Ground_All, Ground_Combat, Ground_Transport, Naval_All, } export enum VehicleList { Abrams, AH64, AH6M, AH6M_Pax, Cheetah, Couch, CV90, DirtBike, DirtBike_Pax, Eurocopter, F_74A_Seacat, F_74A_Seacat_Pax, F16, F22, FA_81F_Super_Spectre, FA_81F_Super_Spectre_Pax, Flyer60, Gepard, GolfCart, JAS39, Leopard, M2Bradley, Marauder, Marauder_Pax, Quadbike, RCB_90_Patrol_Boat, RCB_90_Patrol_Boat_Pax, RHIB, SU57, UH60, UH60_Pax, Vector, } export enum VehicleStateVector { FacingDirection, LinearVelocity, VehiclePosition, } export enum VoiceOverEvents2D { CheckPointEnemy, CheckPointEnemyAnother, CheckPointFriendly, CheckPointFriendlyAnother, CheckPointMovingToLastEnemy, CheckPointMovingToLastFriendly, FirstSpawn, FirstSpawnDefender, GlobalAircraftAvailable, GlobalAirstrikeWarning, GlobalEOMDefeat, GlobalEOMVictory, GlobalOutOfBounds, MComArmEnemy, MComArmFriendly, MComDefuseEnemy, MComDefuseFriendly, MComDestroyedEnemy, MComDestroyedFriendly, MComDestroyedOneLeftEnemy, MComDestroyedOneLeftFriendly, ObjectiveCaptured, ObjectiveCapturedEnemy, ObjectiveCapturedEnemyGeneric, ObjectiveCapturedGeneric, ObjectiveCapturing, ObjectiveContested, ObjectiveLocated, ObjectiveLockdownEnemy, ObjectiveLockdownFriendly, ObjectiveLost, ObjectiveNeutralised, ObjectiveTerritoryLost, ObjectiveTerritoryLostGeneric, ObjectiveTerritoryTaken, ObjectiveTerritoryTakenGeneric, PlayerCountEnemyLow, PlayerCountFriendlyLow, ProgressEarlyLosing, ProgressEarlyWinning, ProgressLateLosing, ProgressLateWinning, ProgressMidLosing, ProgressMidWinning, RoundEndEnemyCapture, RoundEndEnemyKills, RoundEndFriendlyCapture, RoundEndFriendlyKills, RoundLastRound, RoundStartGeneric, RoundSuddenDeath, RoundSwitchSides, SectorTakenAttacker, SectorTakenDefender, Time120Left, Time30Left, Time60Left, TimeLow, TimeOvertime, VehicleArmoredSpawn, VehicleTankSpawn, } export enum VoiceOverFlags { Alpha, Bravo, Charlie, Delta, Echo, Foxtrot, Golf, Hotel, India, } export enum WeaponAttachments { Ammo_Buckshot, Ammo_Flechette, Ammo_FMJ, Ammo_Frangible, Ammo_Hollow_Point, Ammo_Match_Grade, Ammo_Polymer_Case, Ammo_Slugs, Ammo_Subsonic, Ammo_Subsonic_Frangible, Ammo_Subsonic_HP, Ammo_Synthetic_Tip, Ammo_Tungsten_Core, Barrel_10_Factory, Barrel_10_Full, Barrel_102mm_Compact, Barrel_105_Custom, Barrel_105_Factory, Barrel_11_Extended, Barrel_11_Heavy, Barrel_114mm_Factory, Barrel_114mm_Pencil, Barrel_115_Commando, Barrel_12_Assaulter, Barrel_12_SBR, Barrel_122mm_Factory, Barrel_122mm_Pencil, Barrel_125_Fluted, Barrel_125_Mid, Barrel_13_Factory, Barrel_13_Fluted, Barrel_13_Prototype, Barrel_13_Standard, Barrel_135mm_Long, Barrel_145_Alt, Barrel_145_Carbine, Barrel_145_Common, Barrel_145_Factory, Barrel_145_Standard, Barrel_16_Custom, Barrel_16_Dissipator, Barrel_16_Factory, Barrel_16_Pencil, Barrel_16_Rifle, Barrel_16_Short, Barrel_16_US, Barrel_165_Basic, Barrel_165_Fluted, Barrel_165_LSW, Barrel_165_Rifle, Barrel_17_Cut, Barrel_17_Factory, Barrel_17_Fluted, Barrel_18_Cryogenic, Barrel_18_Custom, Barrel_18_EBR, Barrel_18_Extended, Barrel_18_Govt, Barrel_18_Pencil, Barrel_18_SPR, Barrel_18_US_LB, Barrel_180mm_Prototype, Barrel_180mm_Standard, Barrel_185_Factory, Barrel_189_Factory, Barrel_189_Prototype, Barrel_20_Custom_Covert, Barrel_20_Factory, Barrel_20_HBAR, Barrel_20_LE, Barrel_20_Lima, Barrel_20_Long, Barrel_20_OH, Barrel_20_SDM_R, Barrel_200mm_Custom, Barrel_200mm_Custom_H, Barrel_200mm_Factory, Barrel_200mm_Fluted, Barrel_215_Factory, Barrel_215_Fluted, Barrel_22_E3_Long, Barrel_22_Factory, Barrel_225mm_Factory, Barrel_238mm_Cryogenic, Barrel_238mm_Factory, Barrel_238mm_Pencil, Barrel_24_Bravo, Barrel_24_Extended, Barrel_24_Fluted, Barrel_24_Full, Barrel_240mm_Fluted, Barrel_240mm_SB, Barrel_245mm_Custom, Barrel_26_Carbon, Barrel_26_Factory, Barrel_264mm_Factory, Barrel_264mm_Fluted, Barrel_264mm_Prototype, Barrel_27_Factory, Barrel_27_Full, Barrel_27_MK22, Barrel_303mm_LB, Barrel_305mm_Custom, Barrel_305mm_Custom_H, Barrel_314mm_Factory, Barrel_314mm_Fluted, Barrel_314mm_Prototype, Barrel_32_Custom, Barrel_330mm_Mk3, Barrel_349mm_Fluted, Barrel_349mm_SB, Barrel_367mm_Civ, Barrel_370mm_Compact, Barrel_39_Factory, Barrel_39_Pencil, Barrel_391mm_CQB, Barrel_406mm_Standard, Barrel_407mm_Civ_S, Barrel_409mm_Cut, Barrel_409mm_Factory, Barrel_409mm_Fluted, Barrel_409mm_US, Barrel_415mm_Factory, Barrel_415mm_Fluted, Barrel_415mm_Prototype, Barrel_419mm_Boar_F, Barrel_430mm_Cut, Barrel_430mm_Factory, Barrel_442_mm_CQB, Barrel_45_Compact, Barrel_450mm_Factory, Barrel_450mm_Standard, Barrel_457mm_Mk9, Barrel_457mm_Urban, Barrel_458mm_Custom, Barrel_465mm_LB, Barrel_480mm_Factory, Barrel_480mm_Fluted, Barrel_480mm_MG, Barrel_5_Factory, Barrel_5_Pencil, Barrel_508mm_Mk8, Barrel_510mm_DMR, Barrel_510mm_Fluted, Barrel_512_Compact, Barrel_514mm_Carbine, Barrel_518mm_Factory, Barrel_518mm_Fluted, Barrel_521mm_Boar, Barrel_521mm_Boar_F, Barrel_55_Factory, Barrel_55_Fluted, Barrel_550mm_Factory, Barrel_556mm_Prototype, Barrel_560mm_Cut, Barrel_560mm_Factory, Barrel_565mm_Fluted, Barrel_565mm_Para, Barrel_590mm_Factory, Barrel_6_Fluted, Barrel_6_Standard, Barrel_600mm_Cut, Barrel_600mm_DMR, Barrel_600mm_Fluted, Barrel_600mm_Tabuk, Barrel_612mm_VMW, Barrel_620mm_Classic, Barrel_646mm_Cut, Barrel_646mm_Fluted, Barrel_646mm_LSW, Barrel_65_Extended, Barrel_650mm_Factory, Barrel_650mm_Fluted, Barrel_675_Factory, Barrel_68_Factory, Barrel_68_Fluted, Barrel_730mm_3LR, Barrel_75_Compact, Barrel_8_Extended, Barrel_837_Long, Barrel_9_Factory, Barrel_9_Fluted, Barrel_9_Heavy, Barrel_IAR_Heavy, Bottom_5_mW_Green, Bottom_5_mW_Red, Bottom_50_mW_Green, Bottom_6H64_Vertical, Bottom_Adjustable_Angled, Bottom_Alloy_Vertical, Bottom_Bipod, Bottom_Canted_Stubby, Bottom_Canted_Vertical, Bottom_Classic_Grip_Pod, Bottom_Classic_Vertical, Bottom_Compact_Handstop, Bottom_Factory_Angled, Bottom_Flashlight, Bottom_Folding_Stubby, Bottom_Folding_Vertical, Bottom_Full_Angled, Bottom_Laser_Light_Combo_Green, Bottom_Laser_Light_Combo_Red, Bottom_Low_Profile_Stubby, Bottom_PTT_Grip_Pod, Bottom_QD_Grip_Pod, Bottom_Ribbed_Stubby, Bottom_Ribbed_Vertical, Bottom_Slim_Angled, Bottom_Slim_Handstop, Bottom_Stippled_Stubby, Bottom_Underslung_Mount, Bottom_VIS_IR_Light, Ergonomic_A3_Receiver, Ergonomic_Aftermarket_Buffer, Ergonomic_DLC_Bolt, Ergonomic_Improved_Mag_Catch, Ergonomic_Magwell_Flare, Ergonomic_Match_Trigger, Ergonomic_Rail_Cover, Left_120_mW_Blue, Left_5_mW_Green, Left_5_mW_Red, Left_50_mW_Blue, Left_50_mW_Green, Left_Flashlight, Left_Range_Finder, Left_Taclight__Aimed, Left_VIS_IR_Light, Magazine_100rnd_Belt_Box, Magazine_100rnd_Belt_Pouch, Magazine_100rnd_Drum_Mag, Magazine_10rnd_Fast_Mag, Magazine_10rnd_Magazine, Magazine_11rnd_Magazine, Magazine_15rnd_Fast_Mag, Magazine_15rnd_Magazine, Magazine_17rnd_Fast_Mag, Magazine_17rnd_Magazine, Magazine_200rnd_Belt_Box, Magazine_20rnd_Fast_Mag, Magazine_20rnd_Magazine, Magazine_21rnd_Magazine, Magazine_22rnd_Magazine, Magazine_23rnd_Magazine, Magazine_25rnd_Fast_Mag, Magazine_25rnd_Magazine, Magazine_27rnd_Magazine, Magazine_30rnd_Fast_Mag, Magazine_30rnd_Magazine, Magazine_35rnd_Magazine, Magazine_36rnd_Magazine, Magazine_4_Shell_Tube, Magazine_40rnd_Fast_Mag, Magazine_40rnd_Magazine, Magazine_41rnd_Magazine, Magazine_45rnd_Fast_Mag, Magazine_45rnd_Magazine, Magazine_4rnd_Fast_Mag, Magazine_4rnd_Magazine, Magazine_5_Shell_Tube, Magazine_50rnd_Belt_Pouch, Magazine_50rnd_Loose_Belt, Magazine_50rnd_Magazine, Magazine_53rnd_Drum, Magazine_5rnd_Fast_Mag, Magazine_5rnd_Magazine, Magazine_6_Shell_Tube, Magazine_60rnd_Drum_Mag, Magazine_60rnd_Magazine, Magazine_6rnd_Speedloader, Magazine_7_Shell_Dual_Tubes, Magazine_7_Shell_Tube, Magazine_75rnd_Belt_Box, Magazine_75rnd_Drum, Magazine_7rnd_Fast_Mag, Magazine_7rnd_Magazine, Magazine_8rnd_Fast_Mag, Magazine_8rnd_Magazine, Magazine_8rnd_Moon_Clip, Magazine_8rnd_Speedloader, Magazine_95rnd_Drum, Muzzle_Compensated_Brake, Muzzle_Compensator, Muzzle_CQB_Suppressor, Muzzle_Double_port_Brake, Muzzle_Double_Port_Brake, Muzzle_Flash_Comp, Muzzle_Flash_Hider, Muzzle_Hybrid_Suppressor_K, Muzzle_Hybrid_Suppressor_L, Muzzle_Hybrid_Suppressor_S, Muzzle_Lightened_Suppressor, Muzzle_Linear_Comp, Muzzle_Long_Suppressor, Muzzle_Single_port_Brake, Muzzle_Slant_Brake, Muzzle_Standard_Suppressor, Muzzle_Thread_Protector, Muzzle_Triple_port_Brake, Right_120_mW_Blue, Right_5_mW_Green, Right_5_mW_Red, Right_50_mW_Blue, Right_50_mW_Green, Right_50_MW_Violet, Right_Flashlight, Right_Laser_Light_Combo_Green, Right_Laser_Light_Combo_Red, Right_Range_Finder, Right_Taclight__Aimed, Right_VIS_IR_Light, Scope_1P86_LPVO, Scope_1p87_150x, Scope_1p88_Variable, Scope_2Pro_125x, Scope_3VZR_175x, Scope_A_P2_175x, Scope_Adjustable_Magnification_200x, Scope_Adjustable_Magnification_300x, Scope_Adjustable_Magnification_400x, Scope_Anti_Glare_Coating, Scope_Aperture_Sight, Scope_Baker_300x, Scope_BF_2M_250x, Scope_Canted_Iron_Sights, Scope_Canted_Reflex, Scope_Carry_Handle_Irons, Scope_CCO_200x, Scope_CQ_RDS_125x, Scope_CQB_Sights, Scope_DVO_LPVO, Scope_Flip_Up_Irons, Scope_GRIM_150x, Scope_Iron_Sights, Scope_LDS_450x, Scope_LERT_800x, Scope_M145_MGO_350x, Scope_Magnifier, Scope_Mars_F_LPVO, Scope_MC_CO_LPVO, Scope_Mini_Flex_100x, Scope_NFX_800x, Scope_NGFC_LPVO, Scope_Osa_7_100x, Scope_PAS_35_300x, Scope_Piggyback_Reflex, Scope_PVQ_31_400x, Scope_QMK_171A_300x, Scope_R_MR_100x, Scope_R_VPS_1000x, Scope_R4T_200x, Scope_RO_M_175x, Scope_RO_S_125x, Scope_ROX_150x, Scope_S_VPS_600x, Scope_SDO_350x, Scope_SF_G2_500x, Scope_SM_Rifle_Variable, Scope_SSDS_600x, Scope_ST_Prism_500x, Scope_SU_123_150x, Scope_SU_230_LPVO, Scope_TH_RDS_100x, Scope_TS_HD_600x, Top_120_mW_Blue, Top_5_mW_Green, Top_5_mW_Red, Top_50_mW_Blue, Top_50_mW_Green, Top_50_MW_Violet, } export enum Weapons { AssaultRifle_AK4D, AssaultRifle_B36A4, AssaultRifle_KORD_6P67, AssaultRifle_L85A3, AssaultRifle_M16A4, AssaultRifle_M433, AssaultRifle_NVO_228E, AssaultRifle_SOR_556_Mk2, AssaultRifle_TR_7, AssaultRifle_VCR_2, BattlePickup_MP_RMG, BattlePickup_Rorsch_Mk_2_SMRW, Carbine_AK_205, Carbine_GRT_BC, Carbine_M277, Carbine_M417_A2, Carbine_M4A1, Carbine_QBZ_192, Carbine_SG_553R, Carbine_SOR_300SC, DMR_GRT_CPS, DMR_LMR27, DMR_M39_EMR, DMR_SVDM, DMR_SVK_86, LMG_DRS_IAR, LMG_KTS100_MK8, LMG_L110, LMG_M_60, LMG_M121_A2, LMG_M123K, LMG_M240L, LMG_M250, LMG_RPK_74M, LMG_RPKM, Shotgun__185KS_K, Shotgun_DB_12, Shotgun_M1014, Shotgun_M87A1, Sidearm_ES_57, Sidearm_GGH_22, Sidearm_M357_Trait, Sidearm_M44, Sidearm_M45A1, Sidearm_P18, Sidearm_VZ_61, SMG_CZ3A1, SMG_KV9, SMG_PP_19, SMG_PW5A3, SMG_PW7A2, SMG_SCW_10, SMG_SGX, SMG_SL9, SMG_UMG_40, SMG_USG_90, Sniper_L115, Sniper_M2010_ESR, Sniper_Mini_Scout, Sniper_PSR, Sniper_SV_98, } export enum WorldIconImages { Alert, Assist, Bomb, BombArmed, Cross, DangerPing, Diffuse, EMP, Explosion, Eye, FilledPing, Flag, Hazard, Skull, SquadPing, Triangle, } }