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Player ​

A connected player. Reads and actions go through the facade at call time, so a handle held across ticks never returns stale data (a disconnected player returns nil, err). A player id is reused after the player leaves, but a handle is not: it stays bound to its connection, id() still returns the old id, and actions affect no one, even if another player now holds that id.

Player:id ​

Returns id integer

Player:name ​

Returns name string|nil, err string|nil

Player:is_alive ​

Returns alive boolean|nil, err string|nil

Player:is_spawned ​

Returns spawned boolean|nil, err string|nil

Player:is_paused ​

True while the player's game is paused (its menu is open). Its body stays in place and its input is neutral.

Returns paused boolean|nil, err string|nil

Player:health ​

The player's health as tracked by the server. Commands can raise or lower it; the player's own frames and accepted damage can only lower it. Other players see the same value.

Returns health number|nil, err string|nil

Player:armor ​

The player's armor as tracked by the server; works like Player:health.

Returns armor number|nil, err string|nil

Player:money ​

Returns money integer|nil, err string|nil

Player:heading ​

Heading in degrees (the teleport convention), as of the player's latest sync.

Returns heading number|nil, err string|nil

Player:velocity ​

Velocity in m/s (world axes), as of the player's latest sync while alive.

Returns x number|nil, y number|string|nil, z number|nil

Player:is_ducked ​

Whether the player is crouching, as of its latest sync while alive.

Returns ducked boolean|nil, err string|nil

Player:is_on_ground ​

Whether the player is standing on something, as of its latest sync while alive.

Returns on_ground boolean|nil, err string|nil

Player:camera_front ​

The direction the player's camera faces, as a unit vector; zero before its first sync.

Returns x number|nil, y number|string|nil, z number|nil

Player:keys ​

The names of the keys the player holds: "forward", "backward", "left", "right", "sprint", "jump", "walk", "fire", "aim" (also reported while the game aims without the key). A dead, frozen or paused player holds none. Consistent with player_key_change.

Returns keys string[]|nil, err string|nil

Player:ping ​

The smoothed round-trip time of the player's connection, in ms. The server measures it once a second with a keepalive and with every reliable event the player acknowledges, so it stays current for idle players too. An event that was lost and resent counts with the time until it arrived. The client can understate or overstate it, so treat it as advisory. nil without err before the first sample.

Returns ping integer|nil, err string|nil

Player:state ​

What the player is doing in the world: "pre_spawn" (until its first spawn is confirmed), "on_foot", "driver", "passenger", "dead" (until the next spawn is confirmed), "spectating" (its camera follows a player wherever its body is, even while dead; use player_death and Player:is_alive for the state of the body).

Returns state string|nil, err string|nil

Player:target ​

The living player this player aims at, among those shown to it, as of its latest sync. This is a client claim that the server checks only for being near the camera ray, not for line of sight: do not base rewards or punishments on it. nil without err when there is none.

Returns target Player|nil, err string|nil

Player:skin ​

Skin model and variant.

Returns model integer|nil, variant integer|string|nil

Player:wanted ​

Wanted level set by set_wanted; kept across respawns, 0 for a new connection.

Returns level integer|nil, err string|nil

Player:virtual_world ​

Returns virtual_world integer|nil, err string|nil

Player:interior ​

Interior from the last teleport, spawn or respawn (0 = outside).

Returns interior integer|nil, err string|nil

Player:walking_style ​

Returns style integer|nil, err string|nil

Player:fighting_style ​

4 normal, 5 boxing, 6 kung fu, 7 knee-head, 15 grab-kick (the default), 16 elbow.

Returns style integer|nil, err string|nil

Player:team ​

The player's team (set_team), or nil with no error when it has none.

Returns team Team|nil, err string|nil

Player:is_visible ​

False while the gamemode hides the player (set_visible). An edit session also hides it without changing this value.

Returns visible boolean|nil, err string|nil

Player:is_headless ​

True while the player's head is hidden (set_headless).

Returns headless boolean|nil, err string|nil

Player:is_frozen ​

True while the player's controls are disabled (set_frozen).

Returns frozen boolean|nil, err string|nil

Player:is_nametag_visible ​

Whether other players see this player's nametag; with viewer, whether that player sees it (a per-viewer setting takes precedence). Range and walls still apply on each client.

Parameters

Returns visible boolean|nil, err string|nil

Player:nametag_text ​

The text the player's nametag shows instead of its name; nil when it shows the name.

Returns text string|nil, err string|nil

Player:nametag_distance ​

How far from the camera the player's nametag shows, in meters.

Returns distance number|nil, err string|nil

Player:color ​

The player's color on its nametag and in the player list: the set_color value, otherwise its team's; nil means the theme's color.

Returns

  • color integer|nil — 0xRRGGBB, string|nil err

Player:camera_mode ​

What the player's camera shows: "own", "fixed" or "spectate".

Returns mode string|nil, err string|nil

Player:spectate_target ​

The player its camera follows; nil unless it is spectating.

Returns target Player|nil, err string|nil

Player:is_on_fire ​

True while the player is burning, as reported by its own client (set alight by set_on_fire or by any fire). Client-reported: do not base rewards or kills on it.

Returns on_fire boolean|nil, err string|nil

Player:special_action ​

The player's special action (set_special_action). It ends on death, on respawn, or when the player's game ends it (dropping the jetpack with the enter key, entering a vehicle).

Returns action SpecialAction|nil, err string|nil

Player:gravity ​

The gravity of the player's body (set_gravity), in game units; 0.008 is the game's default.

Returns gravity number|nil, err string|nil

Player:drunk_level ​

How drunk the player is (set_drunk_level), from 0 (sober) to 255.

Returns level integer|nil, err string|nil

PlayerStat ​

Type: "stamina"|"lung_capacity"

Player:stat ​

A stat of the player's body (set_stat), 0..1000. An unknown name raises a Lua error.

Parameters

Returns value integer|nil, err string|nil

Player:world_bounds ​

The rectangle the player is confined to (set_world_bounds) as min_x, min_y, max_x, max_y; nil when unbounded.

Returns min_x number|nil, min_y number|nil, max_x number|nil, max_y number|nil

Player:vehicle ​

The vehicle this player occupies and its seat (0 = driver); nil when on foot.

Returns vehicle Vehicle|nil, seat integer|string|nil

Player:remote_vehicle ​

The RC vehicle this player drives remotely (dlmp.set_remote_vehicle); nil when there is none.

Returns rc Vehicle|nil, err string|nil

Player:armed ​

The currently held weapon as {weapon, slot, clip, total}, or nil when unarmed.

Returns weapon table|nil, err string|nil

Player:weapon ​

The stored inventory entry for a weapon type as {weapon, slot, clip, total}, or nil when the player does not have that type.

Parameters

  • weapon integer

Returns weapon table|nil, err string|nil

Player:skills ​

Stored weapon skills as a table keyed by the 0..10 skill index that set_weapon_skill takes, each value 0..1000. Returns nil, err for a disconnected player.

Returns skills table<integer, integer>|nil, err string|nil

Player:animation ​

The stored current animation as a table, or nil when none is playing.

Returns animation table|nil, err string|nil

Player:position ​

The player's world position.

Returns x number, y number, z number

Player:edit_camera ​

The last reported position and facing of the player's edit-session camera. Client-reported, never authoritative.

Returns x number|nil, y number|nil, z number|nil, front_x number|nil, front_y number|nil, front_z number|nil

Player:send_message ​

Sends a server message to the player's chat: a string in the theme's text color, or colored runs.

Parameters

Returns ok boolean|nil, err string|nil

Player:send_chat ​

Sends a chat line under the player's name to recipients: a list of players (players who left are skipped; the sender receives it only if listed) or dlmp.root for everyone. The text follows the same rules as player chat: no control or format characters, trimmed, cut to 1024 bytes; if nothing is left, fails with nil, err. Colored runs are not supported.

Parameters

Returns ok boolean|nil, err string|nil

Player:give_weapon ​

Parameters

  • weapon integer
  • ammo integer
  • set_current (optional) boolean

Returns ok boolean|nil, err string|nil

Player:set_health ​

Sets health, up or down (0..200); 0 kills. Fails with nil, err before the player's first frame of a life, while dead, and once the server has counted it dead (health 0, its vehicle blew up with it inside, a stealth kill on it).

Parameters

  • value number

Returns ok boolean|nil, err string|nil

Player:set_armor ​

Parameters

  • value number

Returns ok boolean|nil, err string|nil

Player:add_health ​

Adds to health up to max, never lowering it; fails in the same cases as Player:set_health.

Parameters

  • amount number
  • max number

Returns ok boolean|nil, err string|nil

Player:add_armor ​

Parameters

  • amount number
  • max number

Returns ok boolean|nil, err string|nil

Player:spawn ​

Parameters

Returns ok boolean|nil, err string|nil

Player:set_respawn ​

Sets where and when the player respawns after this death. The respawn places it in args.interior (0 = outside, the default); its virtual world is unchanged.

Parameters

Returns ok boolean|nil, err string|nil

Player:set_skin ​

Parameters

  • model integer
  • variant integer

Returns ok boolean|nil, err string|nil

Player:set_wanted ​

Parameters

  • level integer

Returns ok boolean|nil, err string|nil

Player:kick ​

Disconnects the player and shows it reason (optional, at most 64 bytes); player_disconnect follows with reason "kicked".

Parameters

  • reason (optional) string

Returns ok boolean|nil, err string|nil

Player:ban ​

Bans the player's IP address; see dlmp.ban_ip.

Parameters

  • reason (optional) string
  • seconds (optional) integer

Returns ok boolean|nil, err string|nil

Player:take_weapon ​

Parameters

  • weapon integer

Returns ok boolean|nil, err string|nil

Player:set_ammo ​

Parameters

  • weapon integer
  • ammo integer
  • clip (optional) integer

Returns ok boolean|nil, err string|nil

Player:clear_weapons ​

Returns ok boolean|nil, err string|nil

Player:set_armed_weapon ​

Parameters

  • weapon integer

Returns ok boolean|nil, err string|nil

Player:set_weapon_skill ​

Sets one weapon-skill slot. skill is the 0..10 class index, value the 0..1000 level. Stored state (persists across respawns); read it back with skills.

Parameters

  • skill integer
  • value integer

Returns ok boolean|nil, err string|nil

Player:teleport ​

Moves the player; args.interior also becomes its interior. Moving to another interior first removes the player from its vehicle.

Parameters

Returns ok boolean|nil, err string|nil

Player:waypoint ​

The waypoint on the player's map, as last changed by the player, by the game removing it on arrival, or by set_waypoint.

Returns

  • x number|nil
  • y number|nil — nil when there is none

Player:set_waypoint ​

Puts a waypoint on the player's map, replacing the player's own. Does not raise player_waypoint (one the client sent earlier may still arrive).

Parameters

  • x number — -3000..3000
  • y number — -3000..3000

Returns ok boolean|nil, err string|nil

Player:clear_waypoint ​

Removes the waypoint from the player's map. Does not raise player_waypoint.

Returns ok boolean|nil, err string|nil

Player:set_virtual_world ​

Moves the player to virtual world vw without changing its position. Players see only the players, vehicles and pickups in their own virtual world and interior. A seated player leaves its vehicle first; the vehicle stays in its world.

Parameters

  • vw integer

Returns ok boolean|nil, err string|nil

Player:set_time ​

Parameters

  • hour integer
  • minute integer

Returns ok boolean|nil, err string|nil

Player:set_weather ​

Parameters

  • weather integer

Returns ok boolean|nil, err string|nil

Player:set_money ​

Parameters

  • amount integer

Returns ok boolean|nil, err string|nil

Player:give_money ​

Parameters

  • delta integer

Returns ok boolean|nil, err string|nil

Player:apply_animation ​

Parameters

Returns ok boolean|nil, err string|nil

Player:clear_animations ​

Returns ok boolean|nil, err string|nil

Player:set_animation_progress ​

Parameters

  • progress number

Returns ok boolean|nil, err string|nil

Player:set_animation_speed ​

Parameters

  • speed number

Returns ok boolean|nil, err string|nil

Player:set_walking_style ​

Parameters

  • style integer

Returns ok boolean|nil, err string|nil

Player:set_fighting_style ​

Sets the unarmed and brass-knuckle combo set; kept across respawns and skin changes.

Parameters

  • style integer — 4 normal, 5 boxing, 6 kung fu, 7 knee-head, 15 grab-kick, 16 elbow

Returns ok boolean|nil, err string|nil

Player:set_visible ​

Hides the player from other players or shows it again. Others receive no data about a hidden player: it leaves their stream and their spectating of it ends, though a resource's own blip or label on it remains. The player still sees itself, unless an edit session's free camera is active. Survives death; ends on disconnect. A seated player cannot be hidden, and a hidden player cannot take a seat.

Parameters

  • visible boolean

Returns ok boolean|nil, err string|nil

Player:set_headless ​

Hides or restores the head; kept across skin changes, cleared on respawn.

Parameters

  • headless boolean

Returns ok boolean|nil, err string|nil

Player:set_frozen ​

Disables or restores the player's controls. A frozen player does nothing on its own, on foot or driving; the vehicle it drives is held still (except a train), and the gamemode can still teleport the player and seat it. Kept through death; respawn clears it, so freeze a new life from player_spawn. If set before the first spawn, it applies from that spawn on.

Parameters

  • frozen boolean

Returns ok boolean|nil, err string|nil

Player:set_nametag_visible ​

Shows or hides the player's nametag for every viewer without a per-viewer setting. Valid in any life state; kept across respawns and cleared on disconnect, like all nametag state.

Parameters

  • visible boolean

Returns ok boolean|nil, err string|nil

Player:set_nametag_visible_for ​

Shows or hides the player's nametag for one viewer, overriding set_nametag_visible; nil removes the override. Cleared when either player disconnects.

Parameters

  • viewer Player
  • visible boolean|nil

Returns ok boolean|nil, err string|nil

Player:set_nametag_text ​

Shows text on the player's nametag instead of its name; nil restores the name. One line; control and format characters are removed; must be under 64 bytes and not empty after removal.

Parameters

  • text string|nil

Returns ok boolean|nil, err string|nil

Player:set_nametag_distance ​

Sets how far from the viewer's camera the player's nametag shows, in meters: above 0, at most 300; defaults to 70.

Parameters

  • distance number

Returns ok boolean|nil, err string|nil

Player:set_color ​

Sets the player's color on its nametag, in the player list, and in new chat lines and kill feed rows, the same for every viewer; it overrides the team's color. nil reverts to the team's color, or to the theme's without a team. Valid in any life state; kept across respawns, cleared on disconnect. Blips are not affected: pass player:color() to dlmp.create_blip or Blip:set_color to match.

Parameters

  • color integer|nil — 0xRRGGBB

Returns ok boolean|nil, err string|nil

Player:set_name ​

Renames the player: 3 to 32 characters within 64 bytes of UTF-8, no control or format characters, words separated by a single plain space. The name must not be taken by another player, ignoring case and treating _ as a space. Valid in any life state; lasts until the player disconnects (the next connection joins under its own name). Lines already in chat and the kill feed keep the old name.

Parameters

  • name string

Returns ok boolean|nil, err string|nil

Player:set_chat_bubble ​

Shows a chat bubble with text above the player to other players for time_ms, wrapped onto several lines; a new bubble replaces the previous one. Control and format characters are removed; must be under 256 bytes and not empty after removal. Also shown while the nametag is hidden, with the nametag's range and wall rules applied to its own distance. The player does not see its own bubble.

Parameters

  • text string
  • time_ms integer — 1..3600000
  • color integer|nil — 0xRRGGBB; nil uses the theme's text color
  • distance number|nil — meters from the viewer's camera: above 0, at most 300; defaults to 70

Returns ok boolean|nil, err string|nil

Player:clear_chat_bubble ​

Removes the player's chat bubble before it expires.

Returns ok boolean|nil, err string|nil

Player:set_camera ​

Fixes the player's camera at a position, looking at a point, moving there from the current view over transition_ms (0 or nil: instantly; at most 60000). While any camera other than its own is active, the player has no control (is_frozen is unchanged), and vehicles, pickups and labels stream around the camera along its path instead of around the body. Kept through death; respawn ends it, so set it for a new life from player_spawn. If set before the first spawn, it applies from that spawn on. Both points must be within 100000 on each axis and at least 0.01 apart.

Parameters

  • x number
  • y number
  • z number
  • look_x number
  • look_y number
  • look_z number
  • transition_ms integer|nil

Returns ok boolean|nil, err string|nil

Player:spectate ​

Makes this player's camera follow another player, on foot and in vehicles; the mouse orbits the target. The target must be spawned and in this player's world; it may die and respawn. When it leaves that world or the server, the camera returns to the player and spectate_lost fires. prev and next name actions from dlmp.register_action; the spectator panel shows their keys. Switching the target on a key press is up to the gamemode, with another spectate.

Parameters

  • target Player
  • opts { prev: string|nil, next: string|nil }|nil

Returns ok boolean|nil, err string|nil

Player:reset_camera ​

Returns the camera to the player and restores its controls, unless set_frozen is in effect.

Returns ok boolean|nil, err string|nil

Player:set_team ​

Moves the player to a team, or removes it from its team with nil. Valid in any life state; kept across respawns, cleared on disconnect.

Parameters

Returns ok boolean|nil, err string|nil

Player:set_on_fire ​

Sets a living player on foot on fire, or extinguishes it. The fire burns out on its own and water extinguishes it; its damage has no attacker.

Parameters

  • on_fire boolean

Returns ok boolean|nil, err string|nil

SpecialAction ​

"jetpack": flies; "hands_up": stands still with raised hands; "phone": walks with a phone to the ear; "dance1" to "dance4": dances in place in one of four styles, with the direction keys playing moves; "carry": walks with the arms held as if carrying something, without sprinting or jumping.

Type: "none"|"jetpack"|"hands_up"|"phone"|"dance1"|"dance2"|"dance3"|"dance4"|"carry"

Player:set_special_action ​

Sets a living player's special action, or ends it with "none". An action can start only on foot and replaces a playing animation; the player can drop a jetpack, and death and respawn end any action. An unknown name raises a Lua error. Presentation only: the server does not prevent a player with raised hands, a phone, a dance or the carry pose from moving, sprinting, shooting or ending it.

Parameters

Returns ok boolean|nil, err string|nil

Player:set_velocity ​

Launches a living player on foot with a velocity in m/s (at most 100 in magnitude): its client applies it to the body once, and the game moves the body from there. An upward component lifts it off the ground.

Parameters

  • x number
  • y number
  • z number

Returns ok boolean|nil, err string|nil

Player:set_gravity ​

Sets the gravity of the player's body in game units, -0.1..0.1: 0.008 (or nil) is the game's default; lower values make it jump higher and fall slower, 0 makes it float, and below 0 pulls it up. Affects only its body: vehicles and other players keep the game's gravity. Everyone sees it fall the same way. Kept through death and respawn.

Parameters

  • gravity number|nil

Returns ok boolean|nil, err string|nil

Player:set_drunk_level ​

Sets how drunk the player is, from 0 (sober) to 255; only its own client shows the effect. Kept until changed; a respawn resets it to sober.

Parameters

  • level integer

Returns ok boolean|nil, err string|nil

Player:set_stat ​

Sets a stat of the player's body, 0..1000; both start at full. "stamina": how long it can sprint and swim fast; "lung_capacity": how long it can hold its breath under water. Kept through death and respawn.

Parameters

Returns ok boolean|nil, err string|nil

Player:set_world_bounds ​

Confines the player, and the vehicle it drives, to a rectangle of the world: its client puts it back at the edge, and the server clamps any position it reports to the edge. Kept through death and respawn.

Parameters

  • min_x number
  • min_y number
  • max_x number
  • max_y number

Returns ok boolean|nil, err string|nil

Player:clear_world_bounds ​

Removes the world bounds, so the player can go anywhere again.

Returns ok boolean|nil, err string|nil

Documentation licensed under CC BY 4.0. DarqlineMP is not affiliated with Rockstar Games or Take-Two Interactive. Grand Theft Auto is a trademark of Take-Two Interactive Software, Inc.