Functions
HELIX provides a library of global functions that can be used in Lua packages! Consider these to be "shortcut" functions making your scripting experience better!
🌎 World Functions#
SetHUDVisibility#
Sets the visibility of each HUD aspect.
-
Aspects:
table<string, boolean>- String indexed table of HUD aspects, and their values to update.- Healthbar:
boolean- (Optional) - Inventory:
boolean- (Optional) - Speedometer:
boolean- (Optional) - WeaponState:
boolean- (Optional) - Shortcuts:
boolean- (Optional)
- Healthbar:
-
returns: nil
🎮 Player Functions#
GetAllPlayers#
Get all player controllers currently in the world.
- returns: APlayerController[] - A table of all player controllers
GetPlayerPawn#
Get the pawn controlled by a player controller. If no player is specified, returns the local player's pawn.
-
Player: APlayerController - The player controller to get the pawn for (default
nil) -
returns:
APawn- The pawn controlled by the player, or nil if none exists
GetLocalPlayer#
Get the local player controller.
- returns: APlayerController - The local player controller
GetPlayersInArea#
Get all players within a specified radius of the given coordinates.
- Coords: Vector - The center point to search from
-
Radius:
number- The radius to search within (defaultnil- searches entire world) -
returns: APlayerController[] - A table of player controllers within the area
GetClosestPlayer#
Find the nearest player to the specified coordinates, optionally within a maximum radius.
- Coords: Vector - The center point to search from
-
Radius:
number- The maximum radius to search within (defaultnil- searches entire world) -
returns:
APlayerController, number- The closest player controller and the distance to them, or nil if none found
🚶 Pawn Functions#
GetAllPawns#
Get all character pawns currently in the world.
- returns:
table- An array of all character pawns
GetPawnsInArea#
Get all pawns within a specified radius of the given coordinates.
- Coords: Vector - The center point to search from
-
Radius:
number- The radius to search within (defaultnil) -
returns:
table- An array of pawns within the area
GetClosestPawn#
Find the nearest pawn to the specified coordinates, optionally within a maximum radius.
- Coords: Vector - The center point to search from
-
Radius:
number- The maximum radius to search within (defaultnil) -
returns:
APawn | nil, number | nil- The closest pawn and the distance to them, or nil, nil if none found
IsPedInAnyVehicle#
Check if a pawn is currently inside a vehicle.
-
Pawn:
APawn- The pawn to check -
returns:
boolean- True if the pawn is in a vehicle, false otherwise
GetVehiclePedIsIn#
Get the vehicle that a pawn is currently inside.
-
Pawn:
APawn- The pawn to check -
returns:
AVehicle | nil- The vehicle the pawn is in, or nil if not in a vehicle
🚗 Vehicle Functions#
GetAllVehicles#
Get all vehicles currently in the world.
- returns: HVehicle[] - An array of all vehicles
GetVehiclesInArea#
Get all vehicles within a specified radius of the given coordinates.
- Coords: Vector - The center point to search from
-
Radius:
number- The radius to search within (defaultnil) -
returns: HVehicle[] - An array of vehicles within the area
GetClosestVehicle#
Find the nearest vehicle to the specified coordinates, optionally within a maximum radius.
- Coords: Vector - The center point to search from
-
Radius:
number- The maximum radius to search within (defaultnil) -
returns: HVehicle
| nil, number | nil- The closest vehicle and the distance to it, or nil, nil if none found
ClearAreaOfVehicles#
Destroy all vehicles within a specified radius of the given coordinates.
- Coords: Vector - The center point of the area to clear
- Radius:
number- The radius of the area to clear (defaultnil)
IsAreaClearOfVehicles#
Check if an area has no vehicles within a specified radius of the given coordinates.
- Coords: Vector - The center point of the area to check
-
Radius:
number- The radius of the area to check (defaultnil) -
returns:
boolean- True if no vehicles are in the area, false otherwise
DeleteVehicle#
Destroy a specific vehicle, removing it from the world.
-
Vehicle: HVehicle - The vehicle to destroy
-
returns:
boolean- True if the vehicle was successfully destroyed, false otherwise
📍 Entity Functions#
GetEntityCoords#
Get the world location of an entity.
-
Entity: AActor - The entity to get the location of
-
returns: Vector - The world location of the entity
GetEntityRotation#
Get the world rotation of an entity.
-
Entity: AActor - The entity to get the rotation of
-
returns: Rotator - The world rotation of the entity
GetEntityHeading#
Get the yaw rotation (heading) of an entity.
-
Entity: AActor - The entity to get the heading of
-
returns:
number- The yaw rotation in degrees
SetEntityCoords#
Teleport an entity to the specified world location.
SetEntityRotation#
Set the world rotation of an entity.
SetEntityHeading#
Set the yaw rotation (heading) of an entity.
- Entity: AActor - The entity to rotate
- Heading:
number- The yaw rotation in degrees to set
DeleteEntity#
Destroy an entity, removing it from the world.
- Entity: AActor - The entity to destroy
DoesEntityExist#
Check if an entity is valid and exists in the world.
-
Entity: AActor - The entity to check
-
returns:
boolean- True if the entity exists and is valid, false otherwise
AttachActorToActor#
Attaches the RootComponent of this Actor to the supplied actor, optionally at a named socket.
- Actor: AActor - The Actor to attach
- TargetActor: AActor - The Actor to attach to, becoming the parent Actor
- Location: Vector - The relative location to use after attachment. (default Vector(0, 0, 0))
- Rotation: Rotator - The relative rotation to use after attachment. (default Rotator(0, 0, 0))
- Socket:
string- The socket/bone name to attach to. (default'') - AttachmentRules:
table<string, AttachmentRule>- A table of attachment behaviour for each rule type. (default AttachmentRule.KeepRelative)- Location: AttachmentRule
- Rotation: AttachmentRule
- Scale: AttachmentRule
-
bDisableCollision:
boolean- (defaulttrue) -
returns:
boolean
AttachActorToComponent#
Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket.
- Actor: AActor - The Actor to attach
- TargetComponent:
USceneComponent- The component to attach to - Location: Vector - The relative location to use after attachment. (default Vector(0, 0, 0))
- Rotation: Rotator - The relative rotation to use after attachment. (default Rotator(0, 0, 0))
- Socket:
string- The socket/bone name to attach to on the target component. (default'') - AttachmentRules:
table<string, AttachmentRule>- A table of attachment behaviour for each rule type. (default AttachmentRule.KeepRelative)- Location: AttachmentRule
- Rotation: AttachmentRule
- Scale: AttachmentRule
-
bDisableCollision:
boolean- (defaulttrue) -
returns:
boolean
DetachActor#
Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to.
- Actor: AActor - The Actor to detach
- DetachmentRules:
table<string, DetachmentRule>- A table of detachment behaviour for each rule type. (default DetachmentRule.KeepRelative)- Location: DetachmentRule
- Rotation: DetachmentRule
- Scale: DetachmentRule
📏 Distance Functions#
GetDistanceBetweenCoords#
Calculate the distance between two world positions.
- Coords1: Vector - The first position
-
Coords2: Vector - The second position
-
returns:
number- The distance between the two positions
GetDistanceBetweenActors#
Calculate the distance between two actors.