PlayerSystem

Documents the PlayerSystem class and its functions.

NOT DOCUMENTED We currently don't have information on how these functions work. They are being documented here for visibility.

Invoking PlayerSystem

To invoke the player system, use the following Global function:

ps = Game.PlayerSystem()

Sub-functions

FindPlayerControlledObjects

FindPlayerControlledObjects(position : Vector4, radius : Float, includeLocalPlayers : Bool, includeRemotePlayers : Bool, out outPlayerGameObjects : array:ref:GameObject) : Uint32;

GetLocalPlayerControlledGameObject

GetLocalPlayerControlledGameObject() : ref:GameObject;

GetLocalPlayerMainGameObject

GetLocalPlayerMainGameObject() : ref:GameObject;

GetPossessedByJohnnyFactName

GetPossessedByJohnnyFactName() : String;

IsCPOControlSchemeForced

IsCPOControlSchemeForced() : Bool;

IsInFreeCamera

IsInFreeCamera() : Bool;

LocalPlayerControlExistingObject

LocalPlayerControlExistingObject(entityID : EntityID);

OnGameRestored

OnGameRestored(game : GameInstance) : Bool;

OnLocalPlayerChanged

OnLocalPlayerChanged(controlledObject : wref:GameObject) : Bool;

OnLocalPlayerPossesionChanged

OnLocalPlayerPossesionChanged(playerPossesion : gamedataPlayerPossesion) : Bool;

RegisterPlayerPuppetAttachedCallback

RegisterPlayerPuppetAttachedCallback(object : ref:IScriptable, func : CName) : Uint32;

RegisterPlayerPuppetDetachedCallback

RegisterPlayerPuppetDetachedCallback(object : ref:IScriptable, func : CName) : Uint32;

SetFreeCameraTransform

SetFreeCameraTransform(newTransform : Transform);

UnregisterPlayerPuppetAttachedCallback

UnregisterPlayerPuppetAttachedCallback(callbackID : Uint32);

UnregisterPlayerPuppetDetachedCallback

UnregisterPlayerPuppetDetachedCallback(callbackID : Uint32);

Last updated