⚠️ Not yet verified in-game β€” this page was drafted from source analysis and hasn't been confirmed by actually running it. Treat it as a strong draft, not gospel.

World Objects & Props

Interactive and environmental world objects that don’t fit a more specific category – props, pickups, hazards, level-specific set pieces. If a module represents a physical thing placed in the world and isn’t a vehicle or a support/mission system, it’s probably here.

Modules in this category

  • Alarm β€” The Alarm module manages the activation and deactivation of alarms for occupied buildings within a 100-meter radius.
  • Barbell β€” The Barbell module provides a utility function to detach the barbell from an object that is holding it.
  • Beacon β€” The Beacon module represents a beacon object in the game world.
  • Bench β€” The Bench module provides utility functions for querying repair actions and handling object interactions.
  • Binoculars β€” The Binoculars module is a utility script that handles the functionality of binoculars in the game.
  • Collectable β€” The Collectable module represents collectible objects in the game world.
  • Crate β€” The Crate module represents a winchable crate object in the game world.
  • Danceradio β€” The Danceradio module is a lifestyle prop that allows players to perform a dance animation.
  • DangerousBuilding β€” The DangerousBuilding module manages dangerous buildings in the game.
  • Despawner β€” The Despawner module is a utility script designed to handle the despawning of game objects.
  • Dropoff β€” The Dropoff module is responsible for managing the periodic dropping of random faction containers or vehicles by helicopters.
  • Emplaced β€” The Emplaced module manages the behavior of emplaced weapons, specifically handling events related to a player entering and exiting a gunner seat.
  • FactionZone β€” The FactionZone module adds a colored line region to the radar and PDA map for specific faction zones.
  • FoodCart β€” The FoodCart module is a utility script designed to handle interactions with food carts in the game.
  • Fountain β€” The Fountain module provides utility functions for querying and handling interactions with fountains in the game world.
  • FriendlyGate β€” The FriendlyGate module manages the behavior of gates that open based on proximity to friendly or allied vehicles.
  • Fueltank β€” The Fueltank module manages the visual effects associated with a fuel tank object.
  • Goal β€” The Goal module is responsible for handling the soccer easter egg in the game.
  • Gurpodium β€” The Gurpodium module manages the in-vehicle speech cues for a specific type of vehicle.
  • Hackybench β€” The Hackybench module is a specialized version of the Bench module.
  • Heavymg β€” The Heavymg module is responsible for handling the removal of heavy machine gun (HMG) objects when they are dropped by a human player.
  • Hero β€” The Hero module is responsible for managing player-specific systems such as health regeneration, survival mode, inventory setup, and transfer system.
  • HijackContractManager β€” The HijackContractManager module is responsible for managing active hijack contracts in the game.
  • HomingMissile β€” The HomingMissile module represents a homing missile in the game world.
  • IslandFortress β€” The IslandFortress module manages the collapse and destruction of an island fortress.
  • Jammer β€” The Jammer module represents a context-toggle GPS jammer in the game.
  • Laptop β€” The Laptop module represents a fixed support-munition pickup in the game world.
  • LifestyleOilLif001Table β€” The LifestyleOilLif001Table module is responsible for initializing and managing the state of a specific vehicle asset model named β€œOilLif001 Table”.
  • LivingWorldProp β€” The LivingWorldProp module is designed to handle interactions with living world props that can be used by players.
  • MaterialAnimation_LargeCanopy01 β€” The MaterialAnimation_LargeCanopy01 module is responsible for triggering a material animation on a large canopy object when it enters the β€œCollapseFireState” state.
  • MaterialAnimation_LargeCanopy02 β€” The MaterialAnimation_LargeCanopy02 module is responsible for playing material animations on large canopy objects when they enter specific states, such as β€œCollapseFireState” or β€œCollapseState”.
  • MaterialAnimation_TreePlaza02 β€” The MaterialAnimation_TreePlaza02 module is responsible for triggering material animations on a specific object in the game world.
  • Mine β€” The Mine module represents a mine object in the game.
  • Monument β€” The Monument module is a placeholder or stub for handling interactions with monument structures in the game world.
  • MrxShootingGallery β€” The MrxShootingGallery module manages a shooting gallery mission scenario.
  • Munitions β€” The Munitions module manages the behavior and interactions of munition objects in the game world.
  • Oilrig β€” The Oilrig module manages the destruction sequence of oil rig objects in the game.
  • Outhouse β€” The Outhouse module is a utility script that defines the behavior for using an outhouse in the game world.
  • outpost β€” The outpost module manages the behavior and state of outposts in the game world.
  • Paradrop β€” The Paradrop module is responsible for deploying a squad of paratroopers via an aircraft.
  • ParadropLocation β€” The ParadropLocation module is responsible for triggering a paradrop plane when activated.
  • Paratrooper β€” The Paratrooper module manages the behavior of paratroopers in the game.
  • Pmcgate β€” The Pmcgate module is responsible for managing the activation and opening of PMC gates in the game world.
  • ProximityMine β€” The ProximityMine module is responsible for handling the behavior of proximity mines in the game.
  • Repairpad β€” The Repairpad module manages the activation and deactivation of repair pads in the game world.
  • ShootingGalleryTarget β€” The ShootingGalleryTarget module is responsible for handling state changes in shooting gallery targets.
  • Soldier β€” The Soldier module handles the death logic for soldier AI entities in the game.
  • SpyHunter β€” The SpyHunter module manages the behavior of the Spy Hunter vehicle in the game.
  • Telephone β€” The Telephone module provides functionality for handling telephone interactions in the game.
  • Treetrunk β€” The Treetrunk module is responsible for handling the state changes of tree trunks in the game.
  • Treetrunkpalm β€” The Treetrunkpalm module is responsible for playing material animations on palm tree trunks when they transition to specific fire-related states.

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