Player object
TIP
For player class loadout modifications, you can use the quick weapon id list
WARNING
- player.assetID requires
player type
inclass config > player asset
to be set tomodel
- The player object gets reset every respawn, attributes will have to be reapplied
{
# Methods
player.playAnim("Jump"); # str play animation on player
player.respawn(); # void force respawn of player
player.disableDefault("jump"); # str disables input behaviours (client & server)
player.registerSyncValues("hasDoubleJump") # str register player attributes to sync with server prediction
player.deregisterSyncValues("hasDoubleJump") # str deregister player attributes to sync with server prediction
player.removeMelee(); # void remove melee item from player
player.removePrimary(); # void remove primary item from player
player.removeSecondary(); # void remove secondary item from player
player.clearLoadout(); # void clear loadout of player
player.changePrimary(0); # void change primary item slot of player
player.changeSecondary(0); # void change secondary item slot of player
player.giveWeapon(0); # void give player weapon (automatically assigns primary/secondary)
# Attributes
player.position.x = 10; # num set x pos
player.rotation.x = 0.3; # num set x direction
player.velocity.x = 0.1; # num set x velocity
player.sid; # num short id
player.id; # str id
player.username; # str username (can be set using krunker premium)
player.accountName; # str account name (actual name)
player.accountID; # str profile id
player.health = 10; # num health
player.score = 5; # num score (server-side)
player.visible = false; # bool visible
player.team; # num team (read-only)
player.ammo; # num ammo count (read-only)
player.classIndex; # num returns class ID
player.loadoutIndex; # num weapon slot ID
player.defaultMovement = false; # bool disables player movement
player.defaultVelocity = false; # bool disables player velocity (client & server)
player.defaultRotation = false; # bool disables player rotations (client & server)
player.disableShooting = true; # bool disables shooting & reloading (client & server)
player.disableMelee = true; # bool disables melee (client & server)
player.active; # bool spawned in (not when spectator/dead)
player.onWall; # bool touching a wall
player.onGround; # bool touching the ground
player.onTerrain; # bool touching terrain
player.isCrouching; # bool is crouching
player.isYou; # bool player reference is self (client-side)
player.assetID = "325253"; # update player model
}
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