Player

Inherits from Object. Represents a network player. Only master client or player may modify fields.

Fields

Field
Type
Readonly
Description

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

Function
Returns
Description

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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