Components & Properties
| Name | Description |
|---|---|
| Player Backpack | Player Backpack |
| Game entity.Equipment reset each round | Whether or not to reset equipment every round |
| Player.Main Weapon | Primary weapon currently in hand. |
| Player.Is Drop on Eliminated | Is Drop on Eliminated |
| Player.Disable Item Pickup | Switch pickup: trueCan’t pickup, falseCan pickup |
| Player.Disable Item Drop | Toggle Discard Item: trueCan’t discard, falseCan discard |
| Player.Helmet | Helmet |
| Player.Vest | Vest |
| Player.Backpack | Backpack |
| Special Item ID Type | Special Item ID Type |
| Inventory Type | Item ID |
| Fire Type | Fire Type |
| Weapon | Weapon |
| Item Container | Container |
| Dual-Wield Weapon Type | Dual-Wield Weapon Type |
| Equipment Type | Enumeration of item slots |
| Equipment Slot Type | Enumeration of equipment slots. |
| Helmet | Helmet entity |
| Vest | Body armor |
| Mushroom | Mushroom |
| Ammo | Ammo |
| Backpack | Backpack |
| Grenade | Grenade component |
| Freezing Grenade | Freezing Grenade |
| Flashbang | Tactical thrown weapon that blinds enemies within a certain range for a short period of time. |
| Smoke Grenade | When used, it creates smoke that obscures events, which is a useful tool for interrupting enemy attacks. |
| Landmine | Sensor mines that can be placed on the ground and will explode when an enemy approaches, be careful not to step on them yourself |
| Jet Shoes | Auxiliary equipment for aerial combat, but you need to keep an eye on the energy consumption at all times |
| Double Jump Shoes | Shoes fitted with technological power-ups that allow you to jump in the air in two stages |
| Fold Wing | A glider that can fly in the sky, use it to land from a high place to move farther away |
| Skateboard | Skateboard |
| Repair Kit | Repair Kit |
| Landmine Created | Landmine Created |
| Gloo Wall | Gloo Wall |
| Ice Wall Created | Ice Wall Created |
| Hook Gun | Hook Gun |
| Swing Gun | Power Hook Gun |
| Switch Equip Slot | Switch Equip Slot |
| Gloo Maker | Gloo Maker |
| Grenade Base | Grenade Base |
| Grenade Launcher | Thrown Object Props |
| Grenade CrossBow | Crossbow |
| Grenade HandCannon | Throwable props |
| Grenade DeIce Wall | Grenade DeIce Wall |
| Attachment | Attachment |
| Dagger (ground loot) | Flying Daggers (pickable) |
| Dagger | Throwing Knife |
| MedKit | MedKit |
| Inhaler | Inhaler |
| Horizaline | Horizaline |
| Launch Pad | Launch Pad |
| Launch Pad Level Object | Folded cannon, when unfolded it can be used to launch people out, be careful not to launch yourself out of the safe zone! |
| Social Island Snowball | Snowball fight! Punch it! |
Event
| Name | Description |
|---|---|
| On Equip Armor | Triggered when equipping a helmet, body armor or backpack |
| On Equip Weapon | Triggers when equipping a primary, secondary, or melee weapon, including when switching to fists |
| On Access Equipment | Triggered when an item corresponding to a slot under the SwitchEquipSlot enumeration is obtained |
| On Switch Handheld | Triggered when switching between held items, including switching to fists |
| On Use Consumable | Triggered after item is used. Items that have use duration will trigger this event after they are used. |
| On Access Item | Triggered when an item is obtained |
| On Access Weapon | Triggered when a weapon entity is obtained |
| On Drop Weapon | Triggered when the player drops a weapon |
| On Drop Consumable | Triggered when the player drops an item other than a weapon |
| On Aiming | Triggered when targeting a Aimable entity. |
| On Aimed | Triggered when being aimed by a player |
| On Bullet Hit | Triggered when the bullet hits the target |
| On Weapon Be Equiped | Triggered when a weapon is equipped by the player |
| On Reload | Triggered when the weapon changes bullets |
| On Hit By Bullet | Triggered when hit by a weapon |
| On Picked Up | Triggered when an item is picked up |
| On Dropped | Triggered when an item is dropped |
| On Equiped | Triggered when this equipment is equipped |
| On Landmine Active | Triggered when the object is started after the mine is created |
| On Landmine Trigger | Triggered when the object fires after the mine is created |
| On Used | Triggered when this device is used |
| On Hook Gun Fire | Triggered when the hook gun is fired |
| On Throwable Explode | Triggered when a projectile explodes after being thrown. |
| On Weapon Stop Firing | Triggered when the weapon stops firing |
| On Fire | Triggered when the weapon is fired |
API
| Name | Description |
|---|---|
| Add Item | Add items to the player and return the list of items issued |
| Set Special Item Status | Set the special item status for the player. Special items can only have one |
| Clear Residual Level Objects | Clean up the map object residues, including death boxes, created objects, placed objects, thrown objects residues, etc. |
| Destroy Item | Delete a certain number of items from the player |
| Get Item Count | Get the number of specified items held by the player |
| Create Item In Scene | Creates an item or list of items at a specified location. |
| Switch Weapon | Switch the player’s weapon to the weapon in the specified slot |
| Destroy player item[Obsolete] | Destroys player items (deprecated, use DeleteEquipment) |
| Destroy Equipment | Destroys the weapon in the player’s specified slot |
| Set Pickup Status | Sets whether the target player can pick up items |
| Set Drop Status | Set whether the target player can drop items |
| Clear Backpack | Clear all items in the target player’s backpack, including equipped items |
| Get Consumables | Get the consumables in the target player’s backpack consumable column |
| Add Attachments | Add an accessory to the weapon in the specified slot. Accessory that does not match the slot will fail to be added; matching but duplicate accessory will replace the original accessory, and the original accessory will be sent to the player’s backpack. If |
| Get Equipments | Get the equipment in the backpack equipment column |
| Drop Item | Make the target player drop an item |