Server Scripting Functions
This page lists all the scripting functions that have been implemented and are available as native functions from the Deathmatch mod. To request a function or event, use Requested Functions and Events
Please note that the scripting functions can now be extended by loading in dynamic modules that provide new functionality, such as MySQL database access. These scripting functions are non-native and require the module to be loaded in order to work.
Head over to Module functions for a list of non-native functions and modules that are available.
Event functions
bool addEvent ( name, argumentstring )
bool addEventHandler ( name, element, handler )
bool triggerEvent ( name, element, [arguments...] )
World functions
int int getTime ()
int getWeather ()
bool setTime ( hour, min )
bool setWeather ( id )
bool setWeatherBlended ( id )
Element functions
element getElementByID ( name, index )
variable getElementData ( name )
bool setElementID ( element, name )
bool setElementData ( element, name, variable )
Player functions
bool hasPlayerEnoughMoney ( player, prize )
int getPlayerCount ()
int getPlayerCurrentWeaponAmmoInClip ( player )
int getPlayerCurrentWeaponID ( player )
player getPlayerFromID ( id )
player getPlayerFromNick ( nick )
float getPlayerHealth ( player )
float getPlayerArmor ( player )
int getPlayerID ( player )
int getPlayerLevel ( player )
int getPlayerMoney ( player )
float float float getPlayerMoveSpeed ( player )
float getPlayerMoveSpeedX ( player )
float getPlayerMoveSpeedY ( player )
float getPlayerMoveSpeedZ ( player )
string getPlayerName ( player )
vehicle getPlayerOccupiedVehicle ( player )
int getPlayerOccupiedVehicleSeat ( player )
int getPlayerPing ( player )
float float float getPlayerPosition ( player )
float getPlayerPositionX ( player )
float getPlayerPositionY ( player )
float getPlayerPositionZ ( player )
float getPlayerRotation ( player )
int getPlayerSkin ( player )
string getPlayerSourceIP ( player )
player getRandomPlayer ()
bool isPlayerDead ( player )
bool isPlayerDucked ( player )
bool isPlayerMuted ( player )
bool setPlayerPosition ( player, x, y, z )
bool setPlayerRotation ( player, rotation )
bool setPlayerSkin ( player, id )
bool setPlayerHealth ( player, health )
bool setPlayerArmor ( player, armor )
bool setPlayerMoney ( player, money )
bool givePlayerMoney ( player, money )
bool takePlayerMoney ( player, money )
bool killPlayer ( player )
bool warpPlayerIntoVehicle ( player, vehicle, [seat] )
bool removePlayerFromVehicle ( player )
bool spawnPlayer ( player, x, y, z, rotation, model )
Weapon functions
bool giveWeapon ( player, weaponid, [ammo=30] )
bool giveWeaponToAll ( weaponid, [ammo=30] )
bool takeWeapon ( player, weaponid )
bool takeWeaponFromAll ( weaponid )
bool takeAllWeapons ( player )
bool takeAllWeaponsFromAll ()
Vehicle functions
vehicle createVehicle ( id, x, y, z, [rx, ry, rz] )
bool destroyVehicle ( vehicle )
float getVehicleHealth ( vehicle )
int getVehicleID ( vehicle )
int getVehicleIDFromName ( name )
int getVehicleIndex ( vehicle )
float float float getVehicleMoveSpeed ( vehicle )
float getVehicleMoveSpeedX ( vehicle )
float getVehicleMoveSpeedY ( vehicle )
float getVehicleMoveSpeedZ ( vehicle )
string getVehicleName ( vehicle )
string getVehicleNameFromID ( id )
player getVehicleOccupant ( vehicle, [seat=0] )
float float float getVehiclePosition ( vehicle )
float getVehiclePositionX ( vehicle )
float getVehiclePositionY ( vehicle )
float getVehiclePositionZ ( vehicle )
float float float getVehicleRotation ( vehicle )
float getVehicleRotationX ( vehicle )
float getVehicleRotationY ( vehicle )
float getVehicleRotationZ ( vehicle )
float float float getVehicleTurnSpeed ( vehicle )
float getVehicleTurnSpeedX ( vehicle )
float getVehicleTurnSpeedY ( vehicle )
float getVehicleTurnSpeedZ ( vehicle )
float float getVehicleTurretPosition ( vehicle )
float getVehicleTurretPositionX ( vehicle )
float getVehicleTurretPositionY ( vehicle )
int getVehicleMaxPassengers ( vehicle )
bool isVehicleLocked ( vehicle )
bool setVehiclePosition ( vehicle, x, y, z )
bool setVehicleRotation ( vehicle, rx, ry, rz )
bool setVehicleMoveSpeed ( vehicle, x, y, z )
bool setVehicleTurnSpeed ( vehicle, rx, ry, rz )
bool setVehicleHealth ( vehicle, health )
bool setVehicleColor ( vehicle, color1, color2, color3, color4 )
bool setVehicleLocked ( vehicle, locked )
Marker functions
marker createMarker ( x, y, z, [type, size, r, g, b,] )
bool destroyMarker ( marker )
bool destroyAllMarkers ()
int getMarkerCount ()
marker getMarkerFromID ( id )
int getMarkerType ( marker )
float float float getMarkerPosition ( marker )
float getMarkerPositionX ( marker )
float getMarkerPositionY ( marker )
float getMarkerPositionZ ( marker )
float getMarkerSize ( marker )
int int int getMarkerColor ( marker )
int getMarkerColorRed ( marker )
int getMarkerColorGreen ( marker )
int getMarkerColorBlue ( marker )
bool setMarkerType ( marker, type )
bool setMarkerPosition ( marker, x, y, z )
bool setMarkerSize ( marker, size )
bool setMarkerColor ( marker, r, g, b )
Blip functions
blip createBlip ( x, y, z, [size = 1, r = 255, g = 0, b = 0, a = 255] )
blip createBlipAttachedTo ( entity, [size = 1, r = 255, g = 0, b = 0, a = 255] )
bool destroyBlip ( blip )
bool destroyBlipAttachedTo ( entity )
float float float getBlipPosition ( blip )
float getBlipPositionX ( blip )
float getBlipPositionY ( blip )
float getBlipPositionZ ( blip )
blip getBlipAttachedTo ( entity )
This article needs checking. | |
Reason(s): Does setBlipPosition automatically detach a blip that has been attached to something? |
bool setBlipPosition ( blip, x, y, z )
bool attachBlipToEntity ( blip, entity )
Object functions
object createObject ( model, x, y, z, [rx, ry, rz] )
bool destroyObject ( object )
bool destroyAllObjects ()
string getObjectName ( object )
int getObjectModel ( object )
float float float getObjectPosition ( object )
float getObjectPositionX ( object )
float getObjectPositionY ( object )
float getObjectPositionZ ( object )
float float float getObjectRotation ( object )
float getObjectRotationX ( object )
float getObjectRotationY ( object )
float getObjectRotationZ ( object )
bool setObjectName ( object, name )
bool setObjectModel ( object, model )
bool setObjectPosition ( object, x, y, z )
bool setObjectRotation ( object, x, y, z )
This article needs checking. | |
Reason(s): rx, ry, rz are not the final target rotation but the rotation to add to the current rotation. |
bool moveObject ( object, time, x, y, z, rx, ry, rz )
Pickup functions
pickup createPickup ( float x, float y, float z, int type, int amount/weapon, [int ammo] )
bool destroyPickup ( pickup pickup )
bool destroyAllPickups ()
string getPickupName ( pickup pickup )
pickup getPickupFromName ( string name )
float float float getPickupPosition ( pickup pickup )
float getPickupPositionX ( pickup pickup )
float getPickupPositionY ( pickup pickup )
float getPickupPositionZ ( pickup pickup )
int getPickupType ( pickup pickup )
int getPickupWeapon ( pickup pickup )
int getPickupHealth ( pickup pickup )
int getPickupAmmo ( pickup pickup )
This article needs checking. | |
Reason(s): Where do you specify the pickup which name should be changed? |
bool setPickupName ( string name )
bool setPickupPosition ( pickup pickup, float x, float y, float z )
bool setPickupType ( pickup pickup, int type, int amount/weapon, [int ammo] )
Radar area functions
radararea createRadarArea ( x, y, sizex, sizey, r, g, b, a )
bool destroyRadarArea ( radararea )
bool destroyAllRadarAreas ()
float float getRadarAreaPosition ( radararea )
float getRadarAreaPositionX ( radararea )
float getRadarAreaPositionY ( radararea )
float float getRadarAreaSize ( radararea )
float getRadarAreaSizeX ( radararea )
float getRadarAreaSizeY ( radararea )
int int int int getRadarAreaColor ( radararea )
int getRadarAreaColorRed ( radararea )
int getRadarAreaColorGreen ( radararea )
int getRadarAreaColorBlue ( radararea )
int getRadarAreaColorAlpha ( radararea )
bool isRadarAreaFlashing ( radararea )
bool setRadarAreaPosition ( radararea, x, y )
bool setRadarAreaSize ( radararea, x, y )
bool setRadarAreaColor ( radararea, r, g, b, a )
bool setRadarAreaFlashing ( radararea, bool )
Weapon functions
string getWeaponNameFromID ( id )
int getWeaponIDFromName ( string )
Server functions
int getMaxPlayers ()
bool serverLoggerPrint ( string, [...] )
bool serverChat ( string, [...] )
bool playerPM ( player, string, [...] )
bool showTextForAll ( duration, r, g, b, size, string, [...] )
bool showTextForPlayer ( player, duration, r, g, b, size, string, [...] )
Utility functions
float getDistanceBetweenPoints2D ( x1, y1, x2, y2 )
float getDistanceBetweenPoints3D ( x1, y1, z1, x2, y2, z2 )
int randInt ( lowerbound, upperbound )
float randFloat ()
int getTickCount ()
string gettok ( string, index, separatingchar )
bool setTimer ( function, time, [arg1, arg2, ...] )
Map functions
string getLoadedMapName ()
xmlnode getLoadedMapXMLRoot ()
XML functions
xmlnode xmlFindSubNode ( parent, subnode, index )
string xmlNodeGetValue ( xmlNode )
bool xmlNodeSetValue ( xmlNode, value )
string xmlNodeGetAttribute ( xmlNode, attribute name )
bool xmlNodeSetAttribute ( xmlNode, attribute name, value )
xmlnode xmlLoadFile ( filename )
bool xmlUnloadFile ( xmlnode )
Text Functions
textdisplay textCreateDisplay ()
void textDestroyDisplay ( textdisplay )
textitem textCreateTextItem ( [text, x, y, priority, red, green, blue, alpha, scale] )
void textDestroyTextItem ( textitem )
void textDisplayAddText ( textdisplay, textitem )
void textDisplayAddObserver ( textdisplay, player )
void textItemSetText ( textitem, text )
string textItemGetText ( textitem )
void textItemSetScale ( textitem, scale )
float textItemGetScale ( textitem )
void textItemSetPosition ( textitem, x, y )
float float textItemGetPosition ( textitem )
void textItemSetColor ( textitem, red, green, blue, alpha )
int int int int textItemGetColor ( textitem )
void textItemSetPriority ( textitem, priority )
int textItemGetPriority ( textitem )