⚠️ 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 donβt fit a more specific category β props, pickups, hazards, level-specific set pieces. If a module represents a physical thing placed in the world and isnβt a vehicle or a support/mission system, itβs probably here.
Modules in this category
- Alarm β The
Alarmmodule manages the activation and deactivation of alarms for occupied buildings within a 100-meter radius. - Barbell β The
Barbellmodule provides a utility function to detach the barbell from an object that is holding it. - Beacon β The
Beaconmodule represents a beacon object in the game world. - Bench β The
Benchmodule provides utility functions for querying repair actions and handling object interactions. - Binoculars β The
Binocularsmodule is a utility script that handles the functionality of binoculars in the game. - Collectable β The
Collectablemodule represents collectible objects in the game world. - Crate β The
Cratemodule represents a winchable crate object in the game world. - Danceradio β The
Danceradiomodule is a lifestyle prop that allows players to perform a dance animation. - DangerousBuilding β The
DangerousBuildingmodule manages dangerous buildings in the game. - Despawner β The
Despawnermodule is a utility script designed to handle the despawning of game objects. - Dropoff β The
Dropoffmodule is responsible for managing the periodic dropping of random faction containers or vehicles by helicopters. - Emplaced β The
Emplacedmodule manages the behavior of emplaced weapons, specifically handling events related to a player entering and exiting a gunner seat. - FactionZone β The
FactionZonemodule adds a colored line region to the radar and PDA map for specific faction zones. - FoodCart β The
FoodCartmodule is a utility script designed to handle interactions with food carts in the game. - Fountain β The
Fountainmodule provides utility functions for querying and handling interactions with fountains in the game world. - FriendlyGate β The
FriendlyGatemodule manages the behavior of gates that open based on proximity to friendly or allied vehicles. - Fueltank β The
Fueltankmodule manages the visual effects associated with a fuel tank object. - Goal β The
Goalmodule is responsible for handling the soccer easter egg in the game. - Gurpodium β The
Gurpodiummodule manages the in-vehicle speech cues for a specific type of vehicle. - Hackybench β The
Hackybenchmodule is a specialized version of theBenchmodule. - Heavymg β The
Heavymgmodule is responsible for handling the removal of heavy machine gun (HMG) objects when they are dropped by a human player. - Hero β The
Heromodule is responsible for managing player-specific systems such as health regeneration, survival mode, inventory setup, and transfer system. - HijackContractManager β The
HijackContractManagermodule is responsible for managing active hijack contracts in the game. - HomingMissile β The
HomingMissilemodule represents a homing missile in the game world. - IslandFortress β The
IslandFortressmodule manages the collapse and destruction of an island fortress. - Jammer β The
Jammermodule represents a context-toggle GPS jammer in the game. - Laptop β The
Laptopmodule represents a fixed support-munition pickup in the game world. - LifestyleOilLif001Table β The
LifestyleOilLif001Tablemodule is responsible for initializing and managing the state of a specific vehicle asset model named βOilLif001 Tableβ. - LivingWorldProp β The
LivingWorldPropmodule is designed to handle interactions with living world props that can be used by players. - MaterialAnimation_LargeCanopy01 β The
MaterialAnimation_LargeCanopy01module is responsible for triggering a material animation on a large canopy object when it enters the βCollapseFireStateβ state. - MaterialAnimation_LargeCanopy02 β The
MaterialAnimation_LargeCanopy02module is responsible for playing material animations on large canopy objects when they enter specific states, such as βCollapseFireStateβ or βCollapseStateβ. - MaterialAnimation_TreePlaza02 β The
MaterialAnimation_TreePlaza02module is responsible for triggering material animations on a specific object in the game world. - Mine β The
Minemodule represents a mine object in the game. - Monument β The
Monumentmodule is a placeholder or stub for handling interactions with monument structures in the game world. - MrxShootingGallery β The
MrxShootingGallerymodule manages a shooting gallery mission scenario. - Munitions β The
Munitionsmodule manages the behavior and interactions of munition objects in the game world. - Oilrig β The
Oilrigmodule manages the destruction sequence of oil rig objects in the game. - Outhouse β The
Outhousemodule is a utility script that defines the behavior for using an outhouse in the game world. - outpost β The
outpostmodule manages the behavior and state of outposts in the game world. - Paradrop β The
Paradropmodule is responsible for deploying a squad of paratroopers via an aircraft. - ParadropLocation β The
ParadropLocationmodule is responsible for triggering a paradrop plane when activated. - Paratrooper β The
Paratroopermodule manages the behavior of paratroopers in the game. - Pmcgate β The
Pmcgatemodule is responsible for managing the activation and opening of PMC gates in the game world. - ProximityMine β The
ProximityMinemodule is responsible for handling the behavior of proximity mines in the game. - Repairpad β The
Repairpadmodule manages the activation and deactivation of repair pads in the game world. - ShootingGalleryTarget β The
ShootingGalleryTargetmodule is responsible for handling state changes in shooting gallery targets. - Soldier β The
Soldiermodule handles the death logic for soldier AI entities in the game. - SpyHunter β The
SpyHuntermodule manages the behavior of the Spy Hunter vehicle in the game. - Telephone β The
Telephonemodule provides functionality for handling telephone interactions in the game. - Treetrunk β The
Treetrunkmodule is responsible for handling the state changes of tree trunks in the game. - Treetrunkpalm β The
Treetrunkpalmmodule is responsible for playing material animations on palm tree trunks when they transition to specific fire-related states.