Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions.

PlayerπŸ”—

Inherits: RigidBody3D

There is currently no description for this class. Please help us by contributing one !

PropertiesπŸ”—

int

peer_id

1

String

username

"Newblood"

int

team_id

-1

InputSynchronizer

input

int

dominant_laterality

1

float

ground_speed

8.88888888888889

int

aerial_control_acceleration

4

float

max_floor_angle

60.0

float

jump_height

1.0

SpringArm3D

spring_arm

<unknown>

RemoteTransform3D

tp_head_remote_transform

<unknown>

IFF

iff

Health

health

Energy

energy

FlagHolder

flag_holder

Inventory

inventory

HUD

hud

Jetpack

jetpack

Node3D

mesh

ShapeCast3D

ground_sensor

Node3D

pivot

Camera3D

camera

CollisionShape3D

collider

<unknown>

float

gravity

<unknown>

bool

_jumping

false

Queue

local_predictions

Queue

control_states

int

last_sent_state

-1

int

last_control

0

MethodenπŸ”—

Player

instantiate() static

void

req_loadout(idx: int = 0)

void

_ready()

void

_process(_delta: float)

void

_input_rotations()

void

_physics_process(_delta: float)

void

apply_inputs(sample: Variant, delta: float)

void

new_state(control_state: Dictionary)

void

replay_inputs(from: int, delta: float)

void

reconcile(prediction: Dictionary, control: Dictionary, delta: float)

Dictionary

get_state(id: int)

void

_integrate_forces(state: PhysicsDirectBodyState3D)

void

apply_state(control: Dictionary, do_rotate: bool = false)

void

_unhandled_input(event: InputEvent)

void

_animate_third_person()

bool

is_pawn()

void

_jump()

bool

is_on_floor()

bool

is_alive()

bool

has_flag()

void

_on_killed(by_peer_id: int)

void

respawn(location: Vector3)

void

_on_animation_player_animation_finished(animation_name: StringName)


SignalsπŸ”—

killed(victim: Player, killer: int) πŸ”—

There is currently no description for this signal. Please help us by contributing one!


damage(source: Node, target: Node, amount: int) πŸ”—

Emitted when a source wants to damage this body


respawned(player: Player) πŸ”—

Emitted when the player respawns, see respawn.


ConstantsπŸ”—

scene = <Object> πŸ”—

depends on hardcoded path but allows to instantiate players from anywhere in the code without the


EigenschaftsbeschreibungenπŸ”—

int peer_id = 1 πŸ”—

There is currently no description for this property. Please help us by contributing one!


String username = "Newblood" πŸ”—

There is currently no description for this property. Please help us by contributing one!


int team_id = -1 πŸ”—

There is currently no description for this property. Please help us by contributing one!


InputSynchronizer input πŸ”—

There is currently no description for this property. Please help us by contributing one!


int dominant_laterality = 1 πŸ”—

Which side the player is holding equipped weapon (right-handed by default)


float ground_speed = 8.88888888888889 πŸ”—

The ground speed of the player


int aerial_control_acceleration = 4 πŸ”—

The aerial acceleration is an horizontal acceleration component which a body can use to slightly adjust their trajectory while not InputSynchronizer.jetting but airborne


float max_floor_angle = 60.0 πŸ”—

There is currently no description for this property. Please help us by contributing one!


float jump_height = 1.0 πŸ”—

There is currently no description for this property. Please help us by contributing one!


SpringArm3D spring_arm = <unknown> πŸ”—

There is currently no description for this property. Please help us by contributing one!


RemoteTransform3D tp_head_remote_transform = <unknown> πŸ”—

There is currently no description for this property. Please help us by contributing one!


IFF iff πŸ”—

The is player IFF (Indicator Friend or Foe) component.


Health health πŸ”—

This is the player Health component.


Energy energy πŸ”—

This is the player Energy component.


FlagHolder flag_holder πŸ”—

This is the player FlagHolder component.


Inventory inventory πŸ”—

This is the player Inventory component.


HUD hud πŸ”—

This is the player HUD component.


Jetpack jetpack πŸ”—

This is the player Jetpack component.


Node3D mesh πŸ”—

This is the visual representation of the Player


ShapeCast3D ground_sensor πŸ”—

There is currently no description for this property. Please help us by contributing one!


Node3D pivot πŸ”—

There is currently no description for this property. Please help us by contributing one!


Camera3D camera πŸ”—

There is currently no description for this property. Please help us by contributing one!


CollisionShape3D collider = <unknown> πŸ”—

There is currently no description for this property. Please help us by contributing one!


float gravity = <unknown> πŸ”—

There is currently no description for this property. Please help us by contributing one!


bool _jumping = false πŸ”—

There is currently no description for this property. Please help us by contributing one!


Queue local_predictions πŸ”—

The Queue to store local prediction states


Queue control_states πŸ”—

The Queue to store authoritative control states


int last_sent_state = -1 πŸ”—

There is currently no description for this property. Please help us by contributing one!


int last_control = 0 πŸ”—

There is currently no description for this property. Please help us by contributing one!


MethodenbeschreibungenπŸ”—

Player instantiate() static πŸ”—

There is currently no description for this method. Please help us by contributing one!


void req_loadout(idx: int = 0) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void _ready() πŸ”—

There is currently no description for this method. Please help us by contributing one!


void _process(_delta: float) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void _input_rotations() πŸ”—

There is currently no description for this method. Please help us by contributing one!


void _physics_process(_delta: float) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void apply_inputs(sample: Variant, delta: float) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void new_state(control_state: Dictionary) πŸ”—

This rpc can be called remotly by the authority to send specified control_state unreliably, which simply adds it to control_states


void replay_inputs(from: int, delta: float) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void reconcile(prediction: Dictionary, control: Dictionary, delta: float) πŸ”—

There is currently no description for this method. Please help us by contributing one!


Dictionary get_state(id: int) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void _integrate_forces(state: PhysicsDirectBodyState3D) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void apply_state(control: Dictionary, do_rotate: bool = false) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void _unhandled_input(event: InputEvent) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void _animate_third_person() πŸ”—

There is currently no description for this method. Please help us by contributing one!


bool is_pawn() πŸ”—

This method returns wether the local system multiplayer peer has input authority over this node


void _jump() πŸ”—

There is currently no description for this method. Please help us by contributing one!


bool is_on_floor() πŸ”—

There is currently no description for this method. Please help us by contributing one!


bool is_alive() πŸ”—

There is currently no description for this method. Please help us by contributing one!


bool has_flag() πŸ”—

Whether the player FlagHolder holds a flag or not


void _on_killed(by_peer_id: int) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void respawn(location: Vector3) πŸ”—

There is currently no description for this method. Please help us by contributing one!


void _on_animation_player_animation_finished(animation_name: StringName) πŸ”—

There is currently no description for this method. Please help us by contributing one!