)//DayZ Scripting Engine Notes
//Note: Some Scripts May Or May Not Work
//Note: Some Scripts May Work on the Server Only!
playerTarget ID //On server machine, find the object pointed to by a player (Seems to only return OBJNULL)
brakelegs OBJECT //Damages legs so that it is no able to stand (Seems to not work!)
isInThrowProcess player //Return true if the player is in process of throwing item (Working but not sure any uses!)
jLoad //Loads the file .class from the scripts locations and return a handler used to call its methods.
jExecFSM //Creates a JVM object representing a FSM and register it for execution.
sendAUMessage [[dpnid1, dpnid2], "ConnectTo: 192.168.1.66"] //Send the command to the list of clients or some count of clients.
playerAction //Control animation of the local player, similar to what playAction does on the server.
enableSimulWeather BOOLEAN;//Enables/Disables simul weather
setSimulWeatherRenderMode INT;//Sets rendering mode of simul weather (0=primitiveUP, 1=vertex buffer, 2=vertex buffer async
simulInClouds POS; //Returns if given position is in clouds.
simulCloudDensity POS;//Returns density of clouds at given position.
simulCloudOcclusion [position1, position2] //Returns clouds occlusion between two given points (0 = no clouds, 1 = full clouds).
SimulSetCloudWidth
SimulSetCloudLength
SimulSetCloudHeight
SimulSetHumidity
SimulSetCentreX
SimulSetCentreY
SimulSetCloudBaseZ
SimulSetGridLength
SimulSetGridWidth
SimulSetGridHeight
SimulSetRandomSeed
SimulSetNoiseResolution
SimulSetNoiseOctaves
SimulSetNoisePersistence
SimulSetNoisePeriod
SimulSetOpticalDensity
SimulSetFractalAmplitude
SimulSetFractalWavelength
SimulSetAlphaSharpness
SimulSetExtinction
SimulSetLightResponse
SimulSetAmbientLightResponse
SimulSetSecondaryLightResponse
SimulSetSelfShadowScale
SimulSetLightDetail
SimulSetMieAsymmetry
SimulSetMinimumLightElevationDegrees
SimulSetDiffusivity
SimulSetAtmosphereThickness
SimulSetHaze
SimulSetHazeScaleHeightKm
SimulSetHazeBaseHeightKm
SimulSetMieEccentricity
SimulSetOvercast
SimulSetOvercastBaseKm
SimulSetOvercastRangeKm
SimulSetHelperNearCloudFade
SimulSetWrap
SimulSetThinLayer
SimulSetHelperGrid
SimulSetHelperDetail
SimulSetFog
players //List of all players on the server.
exitGame // Exit Game
diag_fps //Returns average framerate over last 16 frames.
cursorDirection //Direction of a player's cursor. [x,y,z]
hasPower //Returns true when power is available for the item
isOn //Returns true when inventory item is switched on.
displayName player //Returns the user friendly name of the object's type. (not the same as name player)
lineHit [begPos, endPos, geometryType (default FIRE), withObj (default objNull), ignoreObj (default objNull)[, radius] ] //Returns object, selection and animated position of a first hit of line.
itemsInInventory player //Returns the list of items in the inventory.
spawnTest //Spawn all available objects at define position. Pos may be using format [x,y,z, ["type",...], limit] or [object, limit, radius].
spawnLoot //^^^
spawnProxies //^^^
selectPlayer OBJECT //Seems to still be in the game :D
pullOutProjectiles player//Pulls out all the arrow-type projectiles stuck in the body
setShadowDistance 1000 // Sets the shadows rendering distance.
getShadowDistance //Get the shadows rendering distance
setObjectViewDistance//Sets the rendering distance of objects
powerOn//Switch inventory item On/Off. One cannot powerOn an item with no power supplies left.
setObjectMaterial [index, name]
synchronizeVariable[name, importance]//Subscribe variable for synchronization.
moveToDirect//Low level command to person to move directly (no pathplanning) to given position. Position is expected to be in ATL format
_person moveToHands _item //Take given item to hands.
item = player itemInSlot "Headgear" //Return an item in person's slot.
weapon createWeaponAttachment magazineName//Create an item attached to weapon.
player takeInHands item//Move an item directly into the persons hand slot
vehicle moveToCargo item//Move an item to the cargo space of the entity
player moveToInventory item//Move an item to the person's inventory.
vehicle createInCargo "pipeBomb"//Create an item in the cargo space of the entity
player createInInventory "pipeBomb"//Create an item in person's inventory
spawnForPlayer//Execute given code on a client
spawnForClient// ^^^
itemInHands player// returns object of the item in the players hands
_item addQuantity 4//Change quantity by given value in the variable space of given obj
setQuantity//Set quantity to given value in the variable space of given object
"NAME" spawnProxyVehicle [P,O,S] //Creates an vehicle of the given type and then process it through typical proxy spawn in order to create randomized loot.
playAction ['ACTION',{code after completed}]
requestDamage//Request server to damage the object. Damage is [owner,position,ammo,component]
itemInHands _unit; hint str itemInHands player; // Example, displays name of the item you're holding as hint
statusChat ["Text", "Colour"]; Text - string. Colour - colour name. For some reason they didn't give colours normal names like green or red, gotta search for them. colorFriendly is green if I'm correct. There is White, Green, Red and Yellow as far as I know statusChat ["testing 1 2 3",""]; // Example, displays white text
_array spawnForClient code; _array - id and some other stuff. code - your function or code.
selectPlayer OBJECT
player createInInventory "item"
sendAUMessage [[dpnid1, dpnid2], "ConnectTo: 192.168.1.66"] //Send the command to the list of clients or some count of clients.
jLoad //Loads the file .class from the scripts locations and return a handler used to call its methods.
jExecFSM //Creates a JVM object representing a FSM and register it for execution.
