Object Manipulation
260 scripting commands. Also as Markdown for agents.
- addPlayerScoresMP server only: Adds player score.
- addRatingAdd a number to the rating of a unit - negative values can be used to reduce the rating.
- addToRemainsCollectorAdds an array of vehicles/units to disposal manager for automatic wreck/body removal. The disposal manager follows wreck/body removal values set in…
- addVehicleAdds a specified vehicle for use by a specified AI led group.
- aimedAtTargetReturns how good a vehicle's weapon is aimed at the target.
- airplaneThrottleReturns throttle position. Works only on player's vehicle.
- AISFinishHealAlternative Injury Simulation (AIS) end state. Used to tell engine that script side healing is done when using "HandleHeal" event handler.
- aliveCheck if given vehicle/person/building is alive (i.e. not dead or destroyed).
- allLODsReturns the list of object or model LODs.
- allowCrewInImmobileIf true, units will remain in a vehicle with broken tracks/wheels; they will still eject if the vehicle is drowning, about to explode or upside down…
- allowDamageEnables / disables an entity's ability to receive damage. This command does not prevent the entity from taking scripted damage from commands such as…
- allowDammageAllow or prevent an object being damaged (or injured, or killed). The command does not prevent object from taking scripted damage such as setDamage…
- allowedServiceReturns which types of repair/refuel/rearm service are allowed. The two available types are manual, where the action is displayed to the user, and…
- allowFleeingSets the cowardice level (the lack of courage or bravery) of a group or unit.
- allowGetInSet if the units given in the list are allowed to enter vehicles.
- allowServiceSets which type of repair/refuel/rearm service is allowed. The two available types are manual, where the action is displayed to the user, and auto,…
- angularVelocityGets the angular velocity of the object in world space as a 3D vector. The units are in Rad/s (radians per second) and rotations are clockwise.
- angularVelocityModelSpaceGets the angular velocity of the object in model space as a 3D vector. The units are in Rad/s (radians per second) and rotations are clockwise.
- assignedCargoReturns the list of soldiers assigned to the given vehicle as a cargo.
- assignedCommanderReturns the soldier assigned to the given vehicle as a commander.
- assignedDriverReturns the soldier assigned to the given vehicle as a driver.
- assignedGunnerReturns the soldier assigned to the given vehicle as a gunner.
- assignedTargetReturns the target assigned to an unit or the vehicle's effectiveCommander. The target can be assigned by the group/vehicle/formation leader (as…
- assignedTeamReturns the team the unit belongs to. Possible values:
- assignedVehicleReturns the vehicle to which a unit is assigned, usually with *assignAsXXX* command. If no vehicle is assigned objNull is returned.
- assignedVehicleRoleReturns the role a unit is assigned to within its assigned vehicle.
- attachedObjectReturns the object a location is attached to. If the location is unattached, then objNull is returned.
- attachedObjectsReturns a list of objects attached to the given object.
- attachedToReturns object the given object is attached to or objNull if the given object is not attached to anything.
- attachObjectAttaches a location to the specified object. To detach a location, attach it to objNull.
- attachToAttaches an object to another object. - The offset is applied to the object center unless a memory point is provided, in which case the offset will…
- boundingBoxReturns a bounding box of given object in model coordinate space, adjusted according to destruction/animation of an object.
- boundingBoxRealReturns a raw bounding box of given object in model coordinates space. This command is similar to boundingBox but gives more precise measurements.
- boundingCenterReturns the position of the original (loaded) center of an object in model coordinates.
- buildingExitReturns the given indexed exit in a building. The returned value is in format Position.
- calculatePathSpawns an agent that will execute an AI path calculation and fire the `"PathCalculated"` event handler.
- canMoveReturns if the given vehicle is still able to move. - This command does not check for the amount of fuel the vehicle has, except for helicopters and…
- canStandReturns if the given soldier is able to stand up. It only checks for the unit's legs and not its alive/dead status - it can return true for a dead…
- canUnloadInCombatReturns config value of `unloadInCombat` for a vehicle. Alternatively see getUnloadInCombat
- captiveReturns the captive state of the given unit (set with setCaptive). A captive unit will not be attacked by its enemies.
- captiveNumChecks whether the unit is a captive. If the unit is a vehicle, its commander is checked instead.
- collisionDisabledWithReturns the object, given object has collision disabled with and whether or not returned object has also collision disabled with given object.
- combatPaceSets or gets the combat pace for the local player. If the right-hand array is empty, the command will simply return the current combat pace mode…
- commanderIn Operation Flashpoint it returns the commander of a vehicle. Since Armed Assault it returns the primary observer. The commander of a vehicle can be…
- createAgentCreates an agent of the given type. An agent does not have a group or leader or the standard soldier FSM associated with it - for instance, an enemy…
- createSimpleObjectCreate object with given shape defined as path to .p3d model. Supported LODs include Geometry, Fire Geometry, Roadway, View Geometry and ShadowVolume.
- createUnitCreate a unit of the provided CfgVehicles class.
- createVehicleCreates an empty object of given classname type. See Arma 3: Assets / Arma 3: createVehicle/vehicles, or Category:CfgVehicles for earlier games.
- createVehicleCrewCreates vehicle crew corresponding to the provided vehicle's faction. If the vehicle is already occupied, the command will only create missing crew…
- createVehicleLocalCreates an object of the given type. The Created object is not transferred through network in MP games. netId of such vehicle in multiplayer will be…
- crewReturns the crew (both dead and alive) of the given vehicle.
- currentPilotReturns the person piloting the vehicle. If co-pilot is piloting, co-pilot is returned. If you need current pilot of a UAV or UGV, see UAVControl…
- damageReturn the damage value of an object.
- deleteCollectionDelete a collection. As example, used with a soldier, it'll hide the ingame model.
- deleteStatusDeletes a status created with saveStatus from the campaign's progress file.
- deleteVehicleDeletes an object. Only objects inserted in the mission editor and objects created during the game's progress can be deleted by this command. Terrain…
- deleteVehicleCrewDeletes a member of or the whole crew of a vehicle. Human players cannot be deleted.
- detachDetaches previously attached with attachTo object.
- diag_remainsCollectorReturns current settings for the remains collector and the list of monitored units if any.
- directionReturns the direction an object or a location is facing (differs from getDir in that this also works with locations).
- disableCollisionWithDisable collision between provided objects. The collision is always disabled for both objects in the arguments.
- driverReturns the driver of a vehicle.
- elevatePeriscopeElevates periscope of a vehicle. Vehicles in Arma 3 which are compatible with this tech are Strider, remote laser designators, the robot arm on…
- emptyPositionsReturns the number of given empty positions in the vehicle.
- enableCollisionWithCancels the effects of disableCollisionWith. The collision is always enabled for both objects in the arguments, i.e. vehicle1 with vehicle2 and…
- enableCopilotEnables copilot actions, toggles availability of the actions related to copilots, such as taking over controls, suspending controls, etc. This…
- enableFreeLookEnables or disables the freelook toggle (2x Alt)
- enableMimicsEnables/disables mimics on a given unit.
- enableSimulationEnables / disables simulation for the given entity, e.g its animation and physics; it will still be able to take damage and report enemies. This…
- enableSimulationGlobalEnable or disable simulation for given entity, globally. Has the same effect as enableSimulation when used in singleplayer.
- engineOnActivates and deactivates the engine of a vehicle.
- equipmentDisabledReturns current state for NVG and TI equipment availability.
- eyeDirectionReturns the direction object is watching (eyes, or a vehicle's primary observer).
- factionGets unit faction. Factions were introduced in Arma 2 and are defined under *CfgFactionClasses*.
- fleeingChecks if a unit is fleeing.
- flyInHeightSets the flying altitude for aircraft relatively to the ground surface. Avoid too low altitudes, as helicopters and planes won't evade trees and…
- flyInHeightASLSets the minimal ASL height. Final height is `*flyInHeight* max *flyInHeightASL*` - the higher altitude has priority.
- forceHitPointsDamageSyncSynchronises hitpoints values and total damage across current network clients as well as JIP.
- forceSpeedForce the speed limit on given object (object will never attempt to move faster than given by forceSpeed). Use negative value to return to default…
- freeLookReturns if freelook is active on the current machine's controlled character.
- fuelChecks how much fuel is left in the gas tank of a vehicle.
- fullCrewReturns an array with all crew inside given vehicle, with or without empty seats.
- getAimDirectionAndUpReturns the aim direction and up vectors of a soldier in model space. It returns where the weapon aim is wanted from the eyePos, not the actual…
- getAllHitPointsDamageGet provided object's hit points damage.
- getAllUnitTraitsReturns unit traits (native or set by setUnitTrait).
- getAnimationsQueueReturns the primary and secondary animations queue of the entity. The primary queue contains the full motion path from current animation…
- getAttackTargetReturns the target given unit is engaging.
- getBleedingRemainingReturns how many seconds injured unit will continue leaving blood trail. If unit damage is < 0.1, the return value is 0 and unit doesn't leave any…
- getBoneNamesReturns an array of bone names and their parents.
- getBurningValueReturns how much the unit is exposed to fire damage.
- getCameraViewDirectionReturns the direction unit is looking in render time scope. While for AI the origin for the view direction vector can be taken from `eyePos unit`,…
- getCargoIndexReturns index of the unit in cargo. -1 if not in cargo.
- getCorpseReturns the corpse associated with given weaponholder. When unit is killed and had a weapon, the weapon is placed inside "WeaponHolderSimulated" and…
- getCorpseWeaponholdersReturns primary and secondary weapon holders of a dead unit. If a unit had weapons at the moment of death, primary weapon is dropped into primary…
- getCruiseControlReturns cruise control settings set with setCruiseControl command.
- getDammageReturns the object damage.
- getDescriptionReturns the string representation of unit as an four slots array.
- getDirReturns the object heading in the range 0..360.
- getDirVisualReturns object's heading in the range from 0 to 360 in render time scope.
- getDiverStateReturns true when object is in diver state - e.g when the unit would put diving goggles on.
- getEntityInfoReturns various properties for the given entity. Most properties should be checked where entity is local
- getForcedSpeedReturns forced speed set with forceSpeed or -1 if not set.
- getFuelConsumptionCoefReturns the fuel consumption coefficient, which is a multiplier of the fuel consumption rate in config.
- getHideFromReturns the Position where object believes the enemy to be. If there is no direct line of sight between the object and the enemy, this position is…
- getHitReturns selection damage. Same as getHitPointDamage, only the argument is selection part instead of hit point.
- getHitIndexReturn current level of damage for a specific Hit Point (specified by its hit part index). All hit points can be obtained with getAllHitPointsDamage…
- getHitPointDamageReturn current level of damage in range 0..1 for a specific Hit Point (specified by its config class). If you need to get damage of a selection…
- getLightInfoReturns various properties for the given `1. lightpoint` or `1. lightreflector`. ConePars and VolumeShapePars are exclusive properties of `1.…
- getModelInfoReturns object's model info. Model path is suitable for use with createSimpleObject command.
- getObjectFOVReturns Field of View of the given object in radians. Static objects return default value, which is 1. FOV of objNull is 0.
- getObjectMaterialsGets all custom materials associated with the object.
- getObjectScaleReturns the render scale of an object relative to the original model.
- getObjectTexturesGets all custom textures (hiddenSelectionsTextures) associated with the object.
- getObjectTypeReturns object type as a number: - 1 - Primary - Normal object placed in Visitor, part of landscape - 2 - Network - Road placed in Visitor, part of…
- getOpticsModeReturns the class name of the current optic mode of the current weapon.
- getOxygenRemainingReturns amount of remaining oxygen.
- getPlateNumberGet the license plates from any vehicle which has plates configured.
- getPosASLVisualReturns an object's rendered ASL position (z value above sea level) in render time scope.
- getPosATLVisualReturns an object's rendered ATL position (z value above ground) in render time scope.
- getPosVisualReturns an object's AGLS position in render time scope. Alias of visiblePosition.
- getPosWorldVisualReturns the provided object's, model centre position in render version in format PositionASL, rather than transformed boundingCenter or LandContact…
- getRelDirReturns direction, which is relative to object's current direction, from given object to another object or position in the range from 0 to 360, the…
- getSelectionBonesReturns an array of bone names to which the specified selection is attached.
- getShotInfoReturns various properties for the given shot.
- getSpeedGet the speed for the given speed mode.
- getSuppressionGets the suppression value for the given unit. Returns varying Number between 0 and 1, or -1 if suppression is disabled (`disableAI "SUPPRESSION"`)…
- getUnitFreefallInfoReturns a unit's freefall information.
- getUnitTraitGets the current value of a trait of the given unit.
- getUnloadInCombatA getter for setUnloadInCombat. To return global config value see canUnloadInCombat
- getVehicleTIParsReturns TI parameters of a vehicle.
- getWaterFillPercentageGet an object's water filling.
- getWaterLeakinessGet an object's water intake ratio when immersed.
- gunnerReturns the gunner of a vehicle.
- handsHitChecks if a soldier's hands are hit, which results in inaccurate aiming.
- hideBodyHides dead body of the given unit. After a short delay, the body slowly sinks into the ground. After awhile, when group of the unit becomes grpNull,…
- hideObjectHide entity. Can be used on soldiers and vehicles, also on static objects.
- hideObjectGlobalThis command is designed for MP. Hides object on all connected clients as well as JIP. Can be used on static objects. In singleplayer this command…
- hideSelectionHides or shows the simple object's provided selection.
- incapacitatedStateReturns the incapacitated sub-state of the given unit, when the lifeState of the unit is "INCAPACITATED". Could be one of: - "UNCONSCIOUS" - "MOVING"…
- inflameSets the state of a fireplace.
- inflamedChecks if fireplace is inflamed (burning) or not. To check if a unit is receiving damage from fire, use isBurning command.
- insideBuildingReturns how much a man is inside a building. The value is the same as normally returned by weapons/ammo sound controller "interior".
- isAbleToBreatheIf unit is diving and doesn't have a rebreather, it returns false. Diving means the unit's head is underwater. If unit is underwater and has a…
- isAllowedCrewInImmobileWhether or not units can be in a vehicle with broken tracks/wheels.
- isAutoHoverOnReturn true if vehicle has enabled auto hover. (always returns false if the vehicle can't set auto hover)
- isBleedingReturns whether the unit is bleeding.
- isBurningReturns whether the unit is burning. This returns true only if unit is damaged by nearby fire, it does not check whether a fireplace is burning, use…
- isCopilotEnabledReturns true if copilots actions are enabled.
- isDamageAllowedA getter for allowDamage command. The command indicates if damage is allowed at current locality, hence local effect of the command.
- isEngineOnReturns true if engine is on, false if it is off.
- isFlashlightOnReturns true if there is a linked and enabled flashlight on a given weapon.
- isHiddenReturns whether a person is hidden (reached the hiding position).
- isInRemainsCollectorChecks if unit or vehicle is queued for disposal after death.
- isKindOfChecks whether the given object or type is (a subtype) of the given type.
- isMarkedForCollectionChecks whether the object is marked for weapons collection.
- isObjectHiddenChecks visibility of a given object on the local machine.
- isSimpleObjectReturns true if given object is simple object
- isTouchingGroundReturns true if object is touching the ground.
- isTurnedOutReturns true if given unit is turned out, otherwise false. The output changes to true after unit finished turning out, however will change to false…
- isWalkingReturns true if walk is toggled (default <kbd>W</kbd>+<kbd>S</kbd> in Arma 3).
- knowsAboutChecks if a group or a side knows about target. - Enemy knowledge is instantly shared among the group units - Units in the same group always…
- lifeStateReturns the life state of the given unit.
- limitSpeedLimit the speed of an AI-driven vehicle or AI person to given value. It has continuous effect and AI will not break through the speed limitation…
- lockLock vehicle (disable mounting / dismounting) for player. This command will remove user get in/get out actions but will not stop player getting into…
- lockCargoLock all cargo positions of a vehicle or lock by index. This command will remove user "get in" action (not get out) but will also stop player getting…
- lockDriverLock the driver position of the vehicle. This command must be executed where vehicle is local.
- lockedCheck if vehicle is locked. If it is locked, Persons cannot mount / dismount without order.
- lockedCargoCheck whether cargo position of the vehicle is locked.
- lockedDriverCheck whether driver position of the vehicle turret is locked.
- modelToWorldVisualConverts position from object model space to world space in render time scope. For ASL version see modelToWorldVisualWorld.
- modelToWorldVisualWorldConverts position from object model space to world space in render time scope. For the PositionAGL version see modelToWorldVisual.
- moraleGet the provided unit's current morale level.
- namedPropertiesReturns a list of named properties on Geometry LOD.
- nameSoundReturns the nameSound of a person.
- needServiceReturns array with how much vehicle needs repairing, refueling and rearming.
- objectParentReturns the parent of an object if said object is a proxy.
- periscopeElevationReturns current periscope elevation value, see also elevatePeriscope.
- playerA person object controlled by user. In Intros and Outros this isn't set by default and must be assigned.
- playerTargetLockGet the local player's current locked target (with weapons that can lock on).
- precisionReturn the movement precision of the given entity, how is the entity able to be precise when moving to given target.
- preloadObjectPreloads all textures, materials and proxies needed to render given object. Works with objects and classnames - note that classnames require an…
- ratingCheck unit rating. Rating is increased for killing enemies, decreased for killing friendlies (see Rating Values). Can be changed via addRating by the…
- removeFromRemainsCollectorRemoves vehicles/units from the garbage collector, so they do not get deleted automatically; added earlier with addToRemainsCollector.
- revealReveals a target to a group. If *toWhom* is a unit, unit's group is considered. If *toWhom* is a vehicle, vehicle commander's group is considered.
- roleDescriptionReturns unit description set in the editor and visible on role selection screen in multiplayer.
- scudStateReturn the current state of given Scud launcher.
- selectionNamesReturns the list of model selections. When using default syntax, the named selections are returned from the first LOD only (LOD index 0).
- selectionPositionReturns selection position in model space pertaining to the current animation in render time scope.
- selectionVectorDirAndUpSearches for selection in the object model's LOD level, and returns the Direction and Up vectors in model space.
- selectNoPlayerSwitches player to no unit, makes player return objNull.
- selectPlayerMove player into given unit. Some usage advices: - Avoid using selectPlayer on editor-placed units in multiplayer, as it may, on occasion, lead to…
- setAirplaneThrottleSets a wanted throttle position - works only on player's vehicle.
- setAngularVelocitySets the angular velocity of the object in world space as a 3D vector. The units are in Rad/s and rotations are clockwise.
- setAngularVelocityModelSpaceSets the angular velocity of the object in model space as a 3D vector. The units are in Rad/s and rotations are clockwise.
- setBleedingRemainingSets for how many seconds injured unit leaves blood trail. The unit damage must be >= 0.1 for this command to have an effect, otherwise, the…
- setCaptiveMark a unit as captive. If unit is a vehicle, commander is marked. A captive unit: - is seen as belonging to the civilian Side - will not be fired…
- setConvoySeparationSets the distance to keep to the vehicle which is in front.
- setCruiseControlLimits or sets local player-controlled vehicle's speed through cruise control.
- setDamageSets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings and set a…
- setDammageEntirely identical to setDamage that was introduced to fix a typographical error in the command's name.
- setDirSets object heading. Angles are measured in degrees clockwise from north; the regular range goes from 0 to 360 (0° = N, 90° = E, 180° = S, 270° = W).…
- setDriveOnPathSets the path to follow for AI driver. Note that unitReady will return true even if AI is still driving through the points.
- setFeatureTypeEnable/disable object as a feature/landmark. Possible feature types: - 0 - Feature disabled - 1 - Object is always visible within object view…
- setFlagOwnerSets flag owner. When owner is set to objNull or any object other than a unit of class man or logic, flag is returned to the flagpole. A flag owned…
- setFuelSets fuel level.
- setFuelConsumptionCoefSets the fuel consumption coefficient, which is a multiplier of the fuel consumption rate in config. It doesn't affect fuel leakage or refueling.
- setHitSet damage on a part of an object.
- setHitIndexSets the current level of damage for a specific Hit Point. All hit points can be obtained with getAllHitPointsDamage command.
- setHitPointDamageSet the current level of damage for a specific Hit Point (specified by its config class). This command has no effect when allowDamage is set to false.
- setMimicSets person's facial expression. To set it back to default, use "".
- setMissileTargetSets a guided missile target. Does not work for all types of missiles. If the target is dead, it is ignored. The target has to be inside the…
- setMissileTargetPosSets a guided munition target position. The munition must have `manualControl` config entry to use this command. The target position has to be inside…
- setObjectMaterialSets material of object selection. The selection number is defined through the hiddenselection[] = {} array in the vehicle's config (starting with 0).
- setObjectMaterialGlobalSet the material of the given selection on all computers in a network session.
- setObjectScaleScales an attached object or a Simple Object's model - see #Example 3 for various configurations' examples.
- setObjectTextureApplies given texture to object's selection. See also Procedural Textures and Retexturing with setObjectTexture.
- setObjectTextureGlobalSet the texture of the given selection on all computers in a network session.
- setOpticsModeSets the optic mode of the current weapon to the given class name or the index.
- setOxygenRemainingSets oxygen remaining. It has no effect when soldier is not diving.
- setPlateNumberChange the license plates on any vehicle which has plates configured. Max 15 characters are allowed!
- setRandomLipEnables/Disables random lip. When enabled, the unit continuously moves its lips as if it is talking.
- setSuppressionSets the given suppression value for the given unit.
- setTargetAgeSets how the target is known to the other centers. They behave like the target was seen age seconds ago.
- setUnconsciousIn Arma 2 and since Arma 3 v1.64, this command sets unit into incapacitated state.
- setUnitFreefallHeightSets minimum freefall height AGL per unit, at which the unit assumes HALO pose. Engine default is 100m. Use -1 to reset the height to default.
- setUnitRecoilCoefficientProportionaly increase/decrease unit's recoil. Drives muzzle up with every shot when supplied positive number and down when negative. 0 cancels…
- setUnitTraitEnables or disables a trait or alters a trait of the given unit. Unit traits consist of unit abilities, which are Booleans and modifiers, which are…
- setVehicleArmorSets the armor (or health for men) state of the vehicle (a value from 0 to 1).
- setVehicleIdSets ID to vehicle. By this ID vehicle is referenced by triggers and waypoints.
- setVehicleLockSets vehicle lock. Possible values:
- setVehiclePositionMoves the object to a given position (same as createVehicle placement algorithm). Uses either the position that's defined by the *position* param, or…
- setVehicleTIParsSets the "heat" state of different vehicle parts for Thermal Imaging detection.
- setVehicleVarNameSets string representation of an object to a custom string.
- setVelocitySets velocity vector of an object in m/s.
- setVelocityModelSpaceSets the velocity (i.e. speed) vector of the given vehicle relative to its model.
- setVelocityTransformationInterpolates and applies PositionASL, velocity, vectorDir and vectorUp to the given object based on the interval value.
- setWaterFillPercentageSet an object's water filling.
- setWaterLeakinessSet an object's water intake ratio when immersed.
- simulationEnabledCheck if the entity has enabled simulation.
- sizeOfReturns the diameter of bounding sphere of the object of given classname in meters. If you need to estimate the size of the object more precisely,…
- speedObject speed (in km/h). Returns relative speed of given object along Y axis. An equivalent to: `3.6 * (velocityModelSpace _obj select 1)`
- squadParamsReturns data about squad of given unit loaded from squad.xml as well as the unit itself.
- synchronizedObjectsReturn the list of objects synchronized with the given unit.
- synchronizeObjectsAddAdd given objects to the unit's list of synchronized objects.
- synchronizeObjectsRemoveRemoves given objects from the unit's list of synchronized objects.
- targetsAggregateAggregate candidates.
- triggerAmmoTriggers a munition such as shells, bullets, missiles, rockets, mines and bombs (*shotSubmunition/shotShell/shotBullet/shotMissile/shotRocket*) as if…
- typeOfReturns the class name of given target.
- unassignVehicleUnassigns individual unit from a vehicle, usually previously assigned with *assignAsXXX* command, i.e removes assignedVehicleRole of the unit.
- underwaterReturns whether the object is fully underwater.
- unitAimPositionReturns the position on the unit other units can aim at. Same as aimPos only returns position in PositionAGL format and has render scope alternative…
- unitAimPositionVisualReturns the position on the unit other units can aim at in render scope. See also aimPos, unitAimPosition.
- unitRecoilCoefficientReturns recoil coefficient of a soldier.
- vehicleVehicle in which given unit is mounted. If none, unit is returned. Alternatively, use objectParent
- vehicleMoveInfoReturns current vehicle move/turn info (a getter for sendSimpleCommand) in format [moveInfo, turnInfo]. Possible values:
- vehicleVarNameReturns the variable name that contains a primary editor reference to this object. This is the variable given in the *Insert Unit dialog / name…
- velocityReturns the velocity of the object as vector in m/s.
- velocityModelSpaceReturns the velocity (speed vector) of the vehicle as an array with format [x, y, z] in metre per second. Vector is in model space.
- waterDamagedChecks if the engine was water damaged. When a vehicle is Drowned, the engine gets water damaged and might need full repair either with setDamage or…
- weaponLoweredReturns true if given soldier's weapon is lowered.