Player
Inherits from Object. Represents a network player. Only master client or player may modify fields.
Fields
Character
Character
true
Player's current character, if alive.
Connected
float
true
Player is still connected to the room.
ID
int
true
Player unique ID.
Name
string
true
Player name.
Guild
string
true
Player guild.
Team
string
true
Player's chosen team ("None", "Blue", "Red", "Titan", "Human"). Note that this may be different from the character's final team (Character.Team field) if the character's team field is modified.
Status
string
true
Player's spawn status ("Alive", "Dead", "Spectating").
CharacterType
string
true
Player's chosen character ("Human", "Titan", "Shifter")
Loadout
string
true
Player's chosen loadout ("Blades", "AHSS", "APG", "Thunderspears").
Ping
int
true
The player's connection ping.
SpectateID
int
true
The player's spectating ID. If not spectating anyone, returns -1.
Kills
int
false
Player kills.
Deaths
int
false
Player deaths.
HighestDamage
int
false
Player highest damage.
TotalDamage
int
false
Player total damage.
SpawnPoint
Vector3
false
Player's respawn point. Is initially null and can be set back to null, at which point map spawn points are used.
Functions
GetCustomProperty(key: string)
Object
Get a custom property at given key. Must be a primitive type. This is synced to all clients.
SetCustomProperty(key: string, value: Object)
null
Sets a custom property at given key. Must be a primitive type. This is synced to all clients.
ClearKDR()
null
Clears kills, deaths, highestdamage, and totaldamage properties.
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