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Functions

Functions

Every scripted function in the S.O.G. Prairie Fire CDLC and its mission system.

Functions are grouped by theme, but can all be searched using the filter box below.

354 functions in 19 themes

AI, Spawning & Enemy Activity

35 functions · The Tracker/Overlord enemy system, Onslaught, random sites, AI skill and waypoints, transport insertion, and ambient spawns.

FunctionDescription
VN_fnc_module_onslaught Module init for the Onslaught module system, gathers and spawns units at predefined spawn points and gives …
VN_fnc_module_site Internal BIS function for sites
vn_ms_fnc_aiHeliTransport No description added yet.
VN_ms_fnc_aiHeliTransportAddAction Add skip AI insertion travel hold action.
VN_ms_fnc_aiHeliTransportSkip Skip AI insertion travel - uses the group leader’s vehicle. The fade to black lasts 1 second, the default …
VN_ms_fnc_aiSetSkill Configure unit skills. These are tuned for infantry jungle-fighting, and may not work as well on vehicle …
VN_ms_fnc_deleteWaypoints Remove all current group waypoints and reset their pathing.
vn_ms_fnc_driveOnEditorPath Order vehicle to follow the path created from objects placed in specified editor layer. Vehicle will start …
VN_ms_fnc_spawnAmbHeli Spawn a helicopter (50m) in the air near a given position and let it fly away (towards [0,0,0]). The …
VN_ms_fnc_tracker_attackArea Spawn waves attacking an area. Uses VN_ms_fnc_tracker_positionVisible, VN_ms_fnc_tracker_getHiddenPos and …
VN_ms_fnc_tracker_getAOPlayers Gets players in a AO that are valid targets (alive and on foot).
VN_ms_fnc_tracker_getHiddenPos Search for hidden postion around target position.
VN_ms_fnc_tracker_getSpiralPositions Get positions in spiral with given radius. Useful for patrols. params [ ["_center", getPos player, [[], …
vn_ms_fnc_tracker_onPlayerFired Handles fired event to notify patrolling units etc.
VN_ms_fnc_tracker_overlord_getGroups Get groups array from Overlord FSM.
VN_ms_fnc_tracker_overlord_init Initializes Overlord on an area.
VN_ms_fnc_tracker_positionValid Checks if position is valid for AI group spawn.
VN_ms_fnc_tracker_positionVisible Checks if position is visible for any of unit in group.
VN_ms_fnc_tracker_preInit Tracker system preInit. Uses VN_ms_fnc_tracker_tracksCreate and VN_ms_fnc_tracker_receiveNoise.
VN_ms_fnc_tracker_receiveNoise Handle client generated noise - slightly (0.01) reveals the shooter to surrounding units, friends or foes.
VN_ms_fnc_tracker_spawnGroup Spawns a group and potential vehicles based on [configFile](https://community.bistudio.com/wiki/configFile) >> …
VN_ms_fnc_tracker_stalker_airShoot Forces unit to shoot into the sky.
VN_ms_fnc_tracker_tracksCreate Creates tracks marker on unit position.
VN_ms_fnc_tracker_tracksLoop Loop that monitors player speed and periodicaly leaves tracks on his position.
vn_ms_fnc_waypoint_captureDriveOnPath No description added yet.
VN_ms_module_fnc_randomSite_executorInit Executes user code from editor on objects synced to executor module.
VN_ms_module_fnc_randomSite_selectorInit Selects random sites liked to selector module.
VN_ms_module_fnc_randomSite_siteDelete Deletes site module and its associated objects.
VN_ms_module_fnc_randomSite_siteInit Initializes site module.
VN_ms_module_fnc_tracker_ao Tracker Area of Operations module intialisation.
VN_ms_module_fnc_tracker_aoDynamicSimToggle Toggle dynamic simulation for existing groups - the setting will not apply to groups spawned after execution. …
VN_ms_module_fnc_tracker_aoGroups Get groups array from Overlord AO module.
vn_ms_module_fnc_tracker_aoRemoveGroups Remove EXISTING groups managed by Tracker AO module.
vn_ms_module_fnc_tracker_fortification Tracker Fortification position module intialization.
vn_ms_module_fnc_tracker_reinforcements No description added yet.

Arsenal, Loadouts & Appearance

15 functions · Whitelisted arsenal, arsenal actions and overrides, loadout handling, insignia and campaign faces.

FunctionDescription
VN_fnc_module_whitelistedArsenal Module function for whitelisted arsenal. Executes server-side code and triggers client initialisation.
VN_fnc_onArsenalOpened Handle arsenal display open.
VN_fnc_setunitchestinsignia Adds insignia to unit globablly for all clients including JIP clients.
VN_fnc_whitelisted_arsenal_calculate_access Updates VN_whitelisted_arsenal_allowedItems global variable for the whitelisted arsenal functions, depending …
VN_fnc_whitelisted_arsenal_client Sets whitelisted arsenal event handlers.
VN_fnc_whitelisted_arsenal_copilot_check Check if the provided unit is in a co-pilot seat.
VN_fnc_whitelisted_arsenal_hint_message Gets the data from the unit and then compiles that into a message to the player. Includes ranks that can use X …
VN_fnc_whitelisted_arsenal_lbColor Color codes loadouts in the arsenal based on the availability of the items inside them.
VN_fnc_whitelisted_arsenal_loadInventory Adds loadout to character while also listing objects that have been skipped.
VN_fnc_whitelisted_arsenal_override Master function that contains all the gui overrides for the arsenal when whitelisted arsenal is enabled.
VN_fnc_whitelisted_arsenal_templateOkButton Takes over the confirm button for the loadouts and can do custom things on save/load.
VN_fnc_whitelisted_arsenal_vehicle_eject Gets the vehicle the player has gotten into and checks it against the vehicles for their current rank and …
vn_ms_fnc_addArsenalAction Adds arsenal action to given object, if VN arsenal is enabled.
vn_ms_fnc_forceCampaignFace Forces the desired face to the player unit for the campaign.
vn_ms_fnc_hasItems Checks if given units have at least one of each given item in their inventory.

Audio, Music & Ambience

19 functions · Dynamic radio music (jukebox), vehicle music, ambient and situational-awareness audio, menu music, and 3D sound helpers.

FunctionDescription
VN_fnc_ambient_audio_loop Creates and adds a loop to the internal BIS_fnc_loop which will check if any sounds should be playing.
VN_fnc_drm_delete_audio Stops object or player from playing audio.
VN_fnc_drm_localuseractions Adds actions for the DRM system to the object.
vn_fnc_drm_play_clients Plays audio from an object for the client.
VN_fnc_drm_request_audio No description added yet.
VN_fnc_drm_setup_client Sets up audio objects for backpack radio on clients when they join the server.
VN_fnc_drm_setup_server Sets up the DRM channels on the server and sets all the audio clips that can play for each.
VN_fnc_drm_useractions Adds actions for the DRM system which the player interacts with.
VN_fnc_drm_usereventhandlers Adds eventhandlers for all the needed things for DRM.
VN_fnc_initdynamicradiomusic Gathers compatible sounds from cfgsounds then plays them as audio from radios placed around the mission.
VN_fnc_initsituationalawareness Gathers compatible sounds from cfgsounds then plays them to simulate situational awareness for players.
VN_fnc_menu_music Handles main menu music.
VN_fnc_module_ambient_audio No description added yet.
VN_fnc_module_jukebox_disable Disables the jukebox actions for the player
VN_fnc_music Main function for the vehicle music system.
VN_fnc_music_play say3D’s the given audio from the given object, this function is made to be remote executed on clients.
VN_fnc_music_stop Stops audio from playing from the vehicle.
VN_fnc_remoteSay3D Executes say3D on all systems.
VN_fnc_sam_dynamic_audio Play situational awareness audio locally on user’s client based on predefined conditions; works for normal …

Command overlay and gesture menu

7 functions

FunctionDescription
VN_fnc_cmdOL_check Start the Masterloop for the Command Overlay. Will wait, until an Item is added to “vn_cmdOL_ctrlToAdd”
VN_fnc_cmdOL_init Prepare all the data for the “Command Overlay”.
VN_fnc_cmdOL_receive Adding the Texture/Icon to the “ActiveIcons”-list, nothing else. Rest will be handled by “vn_fnc_cmdOL_check”.
VN_fnc_module_UI_gestureMenu_init Loads up the STANDARD Version for the Gesture-Wheelmenu and adds Keyhandler. Default key: Y (on a QWERTY …
VN_fnc_module_UI_gestureMenu_init_custom Loads up the CUSTOM Version for the Gesture-Wheelmenu and adds Keyhandler. Default key: Y (on a QWERTY …
VN_fnc_module_UI_gestureMenu_KeyHandler “keyUp” UI Eventhandler function, runs code and blocks standard key. Default key: Y (on a QWERTY keyboard). …
VN_fnc_playGesture Play given animation and send the selected Icon (via CmdOverlay) to all Groupmembers within reach …

Debug & Scripting Utilities

11 functions · Debug menus and logging, the versioning overlay, and small general-purpose helpers used across the other systems.

FunctionDescription
VN_fnc_debug_message Show internal debug message and log to rpt file
VN_fnc_getDLC Gets the modDir and mod classname from an item.
VN_fnc_getRevision Set the revision number on screen.
VN_fnc_init Initialize versioning system.
VN_fnc_numberToBase Converts a number from one base to another
VN_fnc_player Uses getVariable to get the current remoted controlled unit, if the player is not remote controlling a unit …
VN_fnc_rgba100toHex Converts an RGBA color to Hex
VN_fnc_versioningHudToggle Toggles the ingame revision overlay.
vn_ms_fnc_debug Enables debug for campaign.
vn_ms_fnc_debug_menu Initialize debug functionalities in pause menu
VN_ms_fnc_isNear Checks if most (> 50%) or any (at least 1) of the units are inside a given radius from a given …

Fire Support & Ordnance

25 functions · Artillery module and menu, air strikes, transport/resupply requests, guided bombs, illumination, and Zeus-fired ordnance.

FunctionDescription
VN_fnc_artillery_actions Adds radio action to players and the respawn eventhandler to add actions when they respawn.
VN_fnc_artillery_arc_light Function which spawns the bombs for the Arc Light artillery mission.
VN_fnc_artillery_bomb_guide Guides a bomb through velocity transformation so it always hits the target.
VN_fnc_artillery_bombard Main bombard function
VN_fnc_artillery_commando_vault Runs the commando vault function.
VN_fnc_artillery_dawn_1 Spawns the illumination rounds for the scripted illumination artillery rounds.
VN_fnc_artillery_heli Spawns a helicopter with predetermined settings from the artillery module GUI
VN_fnc_artillery_init Init function for artillery module.
VN_fnc_artillery_menu Artillery Menu master function
VN_fnc_artillery_message Artillery message function which plays a message in side chat for the player.
VN_fnc_artillery_plane Spawns a plane with predetermined settings from the artillery module GUI.
VN_fnc_artillery_radio Function to determine if the player has access to the artillery menu request.
VN_fnc_artillery_resupply Server side script for resupply call from a player.
VN_fnc_artillery_score_set Sets the score variable +/- the cost that is passed through to the function.
VN_fnc_artillery_server_check Server side check for the artillery request, makes sure the request isn’t in a safezone or near a respawn …
VN_fnc_artillery_transport Server side script for transport call from a player.
VN_fnc_bomb_blu82 Spawns bomb and either attaches a parachute or spawns a parachute to attach.
VN_fnc_bomb_hit_blu82 Handles bomb hitting the target and creates craters. This is called by a eventhandler, don’t recommend calling …
VN_fnc_module_artillery Setup function for the artillery module system.
VN_fnc_zeus_ordnance Ordnance function which allows zeus modules to fire ordnance.
vn_ms_fnc_casAirstrike Spawn CAS plane to bomb target position. The plane starts at marker “vn_cas_start” and despawns at …
VN_ms_fnc_createFlare Create ilumination flare on given position.
VN_ms_fnc_dropOrdnance Drop (air) ordnance from the provided vehicle.
VN_ms_fnc_waypoint_artillery Tells the group to fire artillery barrage on waypoint/position. File path for scripted waypoint: …
VN_ms_fnc_waypoint_doArtilleryFire Tells the artillery unit to do a (90°) cone-shaped artillery barrage.

Keybinds & Input

15 functions · The keybinding menu (kbm_*) plus key/hold input handlers mission makers can hook into.

FunctionDescription
VN_fnc_holdkey Function that exectues a user-defined code when a key has been held down for a long enough time.
VN_fnc_kbm_eh_control_cancel_onButtonClick Handles Cancel button click.
VN_fnc_kbm_eh_control_default_onButtonClick Handles Default button click.
VN_fnc_kbm_eh_control_input_onkeyDown No description added yet.
VN_fnc_kbm_eh_control_ok_onButtonClick Handles OK button click.
VN_fnc_kbm_eh_display_onLoad Loads the display.
VN_fnc_kbm_getKey Returns the currently assigned keybind to a specific action.
VN_fnc_kbm_keyName Formats the key name with the modifiers.
VN_fnc_kbm_load Initialize the keybindings loading and adds the event handler to the mission.
VN_fnc_kbm_loadKeys Loads the keybinds into the localNamespace.
VN_fnc_kbm_loadTable Populates the keybinding’s menu table with the keybinds.
VN_fnc_kbm_onButtonClick Handle a button click in the keybinding’s menu.
VN_fnc_kbm_onKey Handles the KeyDown / KeyUp event in the mission.
VN_fnc_kbm_onLBDblClick Handles LNB double-clicking to edit behavior.
VN_fnc_kbm_onLoad Keybindins menu load.

Logistics

9 functions · The logistics system for carrying items and loading vehicles.

FunctionDescription
VN_fnc_log_getInventory Returns the inventory of the provided vehicle.
VN_fnc_log_isLoaded Checks if the object is loaded at all or if a vehicle is also passed checks if the object is loaded in the …
VN_fnc_log_loadLogisticItem Loads object into vehicle, removes it from the world.
VN_fnc_log_openlogisticsinventory Opens logistics inventory of the vehicle passed to this function. Also used when inventory is reloaded e.g …
VN_fnc_log_pickupLogisticItem Picks up object the player is looking at. Creates a loop that moves the object in the direction of the players …
VN_fnc_log_placeLogisticItem Adds actions for players for the logistics module.
VN_fnc_log_unloadLogisticItem Adds actions for players for the logistics module.
VN_fnc_log_userActions Adds actions for players for the logistics module.
VN_fnc_module_logistics Module function for the logistics. Sets up variables for the item & vehicle list and adds the actions for …

Mission Flow, Objectives & Endings

20 functions · DGBT transport objectives, HVT endgame modules, cinematics, mission end, credits, debrief and memorial screens.

FunctionDescription
VN_fnc_cinematic_play Cinematic playing function, plays cinematic based off synced camera shots to the master cinematic module.
VN_fnc_credits Plays credits scene over game display.
VN_fnc_end_script Internal script used by the ending ui to play effects on screen, has no use outside of this context.
VN_fnc_endMission End mission with either a fade to black or a cinematic outro.
VN_fnc_endMissionServer Ends mission for all clients on multiplayer server.
VN_fnc_menu_credits Plays credits scene over menu display
VN_fnc_module_cinematic Cinematic module base. Uses VN_fnc_cinematic_play.
VN_fnc_moduleHvtInit No description added yet.
VN_fnc_moduleHvtObjective No description added yet.
VN_fnc_moduleHvtObjectives No description added yet.
VN_fnc_moduleHvtObjectivesInstance No description added yet.
VN_fnc_showDebrief Shows the Campaign Endscreen.
VN_fnc_ui_showMemoralSlides Shows the memorial slides.
VN_ms_fnc_dgbt_crateDeliver Starts the crate transport DGBT delivery phase with given parameters. Uses VN_ms_fnc_dgbt_generateTaskId.
VN_ms_fnc_dgbt_crateStart Starts the crate transport DGBT pickup phase with given parameters. Uses VN_ms_fnc_dgbt_generateTaskId.
vn_ms_fnc_dgbt_createLocateMarker Creates an area marker around given position.
VN_ms_fnc_dgbt_generateTaskId Generates a dgbt-prefixed task ID - format dgbt_t_<round diag_tickTime>_<random 1000>.
VN_ms_fnc_dgbt_squadBoard Let the squad from current DGBT board the helicopter. Uses VN_ms_fnc_dgbt_generateTaskId.
VN_ms_fnc_dgbt_squadStart Starts the squad transport DGBT pickup phase - the random area being a square of 800m × 800m.
VN_ms_fnc_sfx_wakeUp Creates wakeup overlay effect.

Mission Setup & Parameters

14 functions · Mission parameters, teleports, spectator, player traits, and layer caching.

FunctionDescription
VN_ms_fnc_addTeleportAction Adds action to teleport action caller to his group leader - uses VN_ms_fnc_aoTeleport.
VN_ms_fnc_aoTeleport Teleports the player to the given position. Can spawn an ambient helicopter (uses VN_ms_fnc_spawnAmbHeli).
VN_ms_fnc_cacheLayer Toggle caching (disabling simulation) of editor layer.
vn_ms_fnc_enableSOGTraits Initialize SOG traits for player.
VN_ms_fnc_params_aimCoef Sets player’s VN aimCoef parameter (0.1 aiming coefficient). Is reapplied on player’s respawn.
VN_ms_fnc_params_arsenal Sets VN whitelisted arsenal enabled/disabled parameter.
VN_ms_fnc_params_difficulty Sets VN difficulty parameter and sets the weather server-side.
VN_ms_fnc_params_failOnWipe Sets VN mission failure on wipe parameter.
VN_ms_fnc_params_hints Sets VN hints parameter.
VN_ms_fnc_params_stamina Sets VN stamina parameter. Reapplied on player’s respawn.
VN_ms_fnc_params_teleportAction Sets VN teleport action at duty officer parameter.
VN_ms_fnc_persistentPlayerGroups Prevents player groups from being deleted when the last group player unit disconnects from the server.
vn_ms_fnc_spectator_enableClient Enable specatator and move player to spectator group.
vn_ms_fnc_spectator_enableServer Force target player into spectator.

Quality of life

3 functions · Earplugs, and camera aperture

FunctionDescription
VN_fnc_module_QOL Quality Of Life (ear plugs) module changes
VN_fnc_QOL_earplugs Gives player the earplugs action.
VN_fnc_set_aperture_based_on_light_level Sets the player’s aperture to enable night fighting on Cam Lao Nam, without the need for additional light …

Radios & Comms

46 functions · Radio sets (PRC-77, T-102E, T-884, VRC-12, URC-10, M252), frequency/volume controls, TFAR checks, and scripted radio chatter.

FunctionDescription
VN_fnc_M252_onLoad Handles M252 load.
VN_fnc_PRC77_onLoad Handles UI Loading.
VN_fnc_PRC77_onUpdate Handles UI Updates.
VN_fnc_PRC77_setAdditional Sets additional frequency.
VN_fnc_PRC77_setAudio Sets audio speakers.
VN_fnc_PRC77_setChannel Sets channel.
VN_fnc_PRC77_setFrequency Sets frequency.
VN_fnc_PRC77_setKHz Sets KHzs. Parameter are same as onMouseButtonDown
VN_fnc_PRC77_setMHz Sets MHzs. Parameter are same as onMouseButtonDown
VN_fnc_PRC77_setStereo Sets stereo.
VN_fnc_PRC77_setVolume Sets volume. Parameters are same as onMouseButtonDown
VN_fnc_T102E_onLoad Handles UI Loading.
VN_fnc_T102E_onUpdate Handles UI Updates.
VN_fnc_T102E_setAdditional Sets additional frequency.
VN_fnc_T102E_setAudio Sets audio speakers.
VN_fnc_T102E_setChannel Sets channel. Parameters are same as onMouseButtonDown
VN_fnc_T102E_setFrequency Sets the frequency
VN_fnc_T102E_setKHz Sets KHzs. Parameters are same as onMouseButtonDown
VN_fnc_T102E_setMHz Sets MHzs. Parameters are same as onMouseButtonDown
VN_fnc_T102E_setStereo Sets stereo.
VN_fnc_T102E_setVolume Sets volume. Parameters are same as onMouseButtonDown
VN_fnc_T884_onLoad Handles UI Loading.
VN_fnc_T884_onUpdate Handles UI Updates.
VN_fnc_T884_setAdditional Sets additional frequency.
VN_fnc_T884_setAudio Sets audio speakers.
VN_fnc_T884_setChannel Sets the channel. Parameters are same as onMouseButtonDown
VN_fnc_T884_setFrequency Sets channel. Parameters are same as onMouseButtonDown
VN_fnc_T884_setKHz Sets KHzs. Parameters are same as onMouseButtonDown
VN_fnc_T884_setMHz Sets MHzs. Parameters are same as onMouseButtonDown
VN_fnc_T884_setStereo Sets stereo.
VN_fnc_T884_setVolume Sets volume of T884. Parameter are same as onMouseButtonDown
VN_fnc_TFAR_isOldVersion Checks if user is using an old version of TFAR
VN_fnc_URC10_onLoad Handles URC10 load.
VN_fnc_VRC12_onLoad Handles UI Loading.
VN_fnc_VRC12_onUpdate Handles UI Updates.
VN_fnc_VRC12_setAdditional Sets additional frequency.
VN_fnc_VRC12_setAudio Sets audio speakers.
VN_fnc_VRC12_setChannel Sets the channel. Parameters are same as onMouseButtonDown
VN_fnc_VRC12_setFrequency Sets channel. Parameters are same as onMouseButtonDown
VN_fnc_VRC12_setKHz Sets KHzs. Parameters are same as onMouseButtonDown
VN_fnc_VRC12_setMHz Sets MHzs. Parameters are same as onMouseButtonDown
VN_fnc_VRC12_setStereo Sets stereo.
VN_fnc_VRC12_setVolume Sets volume. Parameters are same as onMouseButtonDown
vn_ms_fnc_addMissingRadio Adds a default radio to the player, if he doesn’t have a default, TFAR or ACRE radio equipped.
vn_ms_fnc_sfx_playRadioConv Plays the given radio message via text and audio from the given entity.
VN_ms_fnc_sfx_radioHint Plays given radio hint to given group. Requires a hint entity in the mission. Uses …

Respawn

16 functions · Player, group, JIP and vehicle respawn: loadout saving, tickets and delay, markers, and the synchronised vehicle-respawn module.

FunctionDescription
VN_fnc_respawn_none Overwrite of the single player death screen.
VN_ms_fnc_hideRespawnMarkers Hides all BI respawn markers for units.
VN_ms_fnc_params_respawnDelay Sets VN Respawn delay parameter.
vn_ms_fnc_params_respawnTickets Handles VN Respawn tickets parameter.
VN_ms_fnc_respawn_addGroup Initializes group respawn on group.
VN_ms_fnc_respawn_addSaveAction Adds action to save the current loadout of the action caller as respawn loadout. Uses …
VN_ms_fnc_respawn_handleJIP Triggers a player respawn if vn_mission_jipRespawn is defined.
VN_ms_fnc_respawn_saveLoadout Saves respawn loadout and makes it persistent.
VN_ms_module_fnc_vehicleRespawn_add Adds a vehicle to the VN Vehicle respawn system.
VN_ms_module_fnc_vehicleRespawn_init Initialises synchronised vehicles respawn. Uses VN_ms_module_fnc_vehicleRespawn_add.
VN_ms_module_fnc_vehicleRespawn_isAbandoned Checks if vehicle is abandoned.
VN_ms_module_fnc_vehicleRespawn_loop Starts vehicle respawn loop.
VN_ms_module_fnc_vehicleRespawn_notify Sends a notification to everyone about vehicle’s respawn.
VN_ms_module_fnc_vehicleRespawn_remove Removes vehicle from VN Vehicle respawn system.
VN_ms_module_fnc_vehicleRespawn_replaceWreck Replaces wreck with a new object (in order to prevent interferences/issues with BIS respawn).
VN_ms_module_fnc_vehicleRespawn_respawn Respawns given vehicle.

Revive & Medical

34 functions · The advanced revive system: incapacitation, dragging/carrying, healing, reviving, and the Zeus medical modules.

FunctionDescription
VN_fnc_module_advancedRevive Master module function that starts the advanced revive system.
VN_fnc_revive_action_dragPlayer Main player dragging action function. Uses VN_fnc_revive_conversation and …
VN_fnc_revive_action_dragPlayer_client Client function for the dragging of a player, sets their animation & changes their direction to make sure they …
VN_fnc_revive_action_dropPlayer Main player dropping action function. Uses VN_fnc_revive_conversation and VN_fnc_revive_detachUnit.
VN_fnc_revive_action_grenade Player action function for grenade suicide.
VN_fnc_revive_action_heal Main player heal action function. Uses VN_fnc_revive_conversation.
VN_fnc_revive_action_loadPlayer Main player loading action function.
VN_fnc_revive_action_pickupPlayer Main player picking up action function. Uses VN_fnc_revive_conversation
VN_fnc_revive_action_respawn Main player respawn action function.
VN_fnc_revive_action_revive Main player revive action function.
VN_fnc_revive_action_roll Player action function for roll onto back function.
VN_fnc_revive_action_undragPlayer Main player undragging action function.
VN_fnc_revive_action_unloadPlayers Main player unloading action function.
VN_fnc_revive_action_withstand Main player withstand action function.
VN_fnc_revive_actions Master actions function, contains all the conditions for the advanded revive functions.
VN_fnc_revive_actions_local Local action function for downed units and AI.
VN_fnc_revive_addEventHandlers Master actions function, contains all the event handlers for the advanced revive functions.
VN_fnc_revive_conversation Main conversation function, remote execs dynamic audio function to clients. Uses VN_fnc_revive_dynamic_audio.
VN_fnc_revive_coreinit The main advanced revive core loop.
VN_fnc_revive_detachunit Takes unit and detaches any attached objects which are incapicated players / ai.
VN_fnc_revive_detachunit_local Client version of the detachunit function, uncons the player & fixes their animation.
VN_fnc_revive_dynamic_audio Play an audio file including long-distance (up to 200m from camera’s position) version if required, works for …
VN_fnc_revive_fix_movement Fixes the movement issues that occur with the incap animation system.
VN_fnc_revive_handleDamage Damage handler for the advanced revive. The unit is incapacitated if damage >= 0.9.
VN_fnc_revive_incap Checks if unit is incapacitated.
VN_fnc_revive_keyDown Key handler for the revive system. See also KeyDown EH.
VN_fnc_revive_mouseDown Mouse handler for the revive system. Does nothing, returns false.
VN_fnc_revive_moving Check function for checking that unit is not being moved/moving another unit.
VN_fnc_revive_setup_audio Revive audio setup function. Stores all the revive system sound classnames in a global Array named …
VN_fnc_revive_terminal_animation Plays revive animation for the specified unit.
VN_fnc_revive_zeus_heal Zeus healing module. Stops bleeding of the targeted unit.
VN_fnc_revive_zeus_revive Zeus revive module. Stops bleeding and incapacitated state of the targeted unit.
VN_fnc_revive_zeus_uncon Zeus unconscious module, sets the targeted unit unconscious via VN_fnc_revive_zeus_uncon_client.
VN_fnc_revive_zeus_uncon_client Zeus unconscious module client function. See VN_fnc_revive_zeus_uncon.

UI and HUD

12 functions · Modal dialogs, subtitles, the oscar plaque, and generic UI/control helpers.

FunctionDescription
VN_fnc_getRelPosDisp Get relative Position on Display (4:3 to current AspectRatio).
VN_fnc_holdActionAdd Add a hold action. If the hold actions are not initialized yet, initialize the system first. See …
VN_fnc_initDisplay No description added yet.
VN_fnc_showMultipleOptionsModal Opens up a modal dialog that allows for single or multiple choices.
VN_fnc_showSubtitle Displays a subtitle at the bottom of the screen. See BIS_fnc_showSubtitle.
VN_fnc_UI_checkFontSize decreasing fontsize (sizeEx) for 1-line TextCtrls, to fit in the width of the given ctrl. updates the ctrl at …
VN_fnc_ui_oscar_hide Hides plaque.
VN_fnc_ui_oscar_setText Set the plaque’s text
VN_fnc_ui_oscar_show Shows plaque.
VN_fnc_UI_UpdateImg Exchange the image of a control, if the Cursor enters or leaves the Area. Image paths are stored in the …
vn_ms_fnc_gui_onLoad_RscDisplaySOGWatch Initialize RscDisplaySOGWatch.
vn_ms_fnc_sfx_typeText Types a structured text on the screen, letter by letter.

Vehicles, Aircraft & Turrets

35 functions · Vehicle-specific scripts: doors and canopies, ejection, cockpit/MFD displays, switchable turrets, spare-ammo visuals, slingloading.

FunctionDescription
VN_fnc_bicycle_02_handle_pedals Handles animations of bicycle pedals.
VN_fnc_bicycle_handle_pedals Handles animations of bicycle pedals.
VN_fnc_fired_refuel Fired eventhandler which will delete the projectile and refuel the vehicle back to full fuel.
VN_fnc_m151_towRackUpdate Hide spare TOW ammunition stored on M151 as rounds are fired.
VN_fnc_masterArm Master arm master function, setups and creates the display and everything it needs.
VN_fnc_masterArm_actions Adds Master Arm action to the player.
VN_fnc_module_masterarm Master arm setup module function, uses VN_fnc_masterArm_actions.
VN_fnc_radar_initDisplay Automatically initialised on the RscInGameUI onLoad event for shantou and ptf, this function is used to manage …
VN_fnc_rsna75_initDisplay This function is initialized on the RscInGameUI onLoad event for the fan song; it is used to manage any kind …
VN_fnc_rsna75_updateDisplay This function usage is defined by VN_fnc_rsna75_initDisplay and is used to once per second update UI elements …
VN_fnc_switchableTurrets_canSwitch Check if unit can switch/is in specified turret class.
VN_fnc_switchableTurrets_classToTurretPath Get turret path of given turret class name. Case sensitive!
VN_fnc_switchableTurrets_crewChanged Detect crew changes in vehicle with switchable turrets.
VN_fnc_switchableTurrets_init Initialize vehicle switchable turrets.
VN_fnc_switchableTurrets_lock Lock vehicle turret.
VN_fnc_switchableTurrets_switch Switch turret user action.
VN_fnc_switchableTurrets_turretPathToConfig Get Turret config for given turret path.
VN_fnc_tow_spareMagUpdate Hide spare TOW magazines.
VN_fnc_vehicle_boat_horn_reload “Restocks” the “ammo” for the “horn”-weapon back to 2. triggered via Eventhandler [“fired”]
VN_fnc_vehicle_emergency_flare Fire emergency flare into the air from a vehicle.
VN_fnc_vehicle_spareAmmoUpdate Hide spare ammunition stored on a vehicle as rounds are fired.
VN_fnc_vehicle_tail_number Adds random tail numbers to object and selections.
VN_fnc_vn_ah1g_canopy Closes AH1G canopy doors
VN_fnc_vn_ch34_engineEH Disable CH-34 engine if the rotors are folded.
VN_fnc_vn_close_doors_on_exit When a player leaves the vehicle, close the relevant doors if they’re open. Fixes a bug whereby moveOut before …
VN_fnc_vn_eject_crewmember Ejects a single crewmember as part of the vn_ejection_2 script.
VN_fnc_vn_ejection_2 Adjusted BIS_fnc_planeEjection for the F/A-18F and some Unsung planes as these vehicles are two-seaters.
VN_fnc_vn_f4_cockpit Function is initialized on the getIn event for F4. Function is used to manage any kind of UI manipulation …
VN_fnc_vn_f4_decals_numbers Applies random decal number to the vehicle
VN_fnc_vn_f4_fired_gbu8 Handles F4 GBU-8 firing. Sets last GBU-8 fire time to current time.
VN_fnc_vn_f4_optics_gbu8 No description added yet.
VN_fnc_vn_uh1_doors Closes UH1 doors
vn_fnc_vn_wheeled_doors Closes all doors in the vehicle
vn_ms_fnc_addRopeAttachEH Adds event handler to given object to ensure same locality for slingloaded cargo.
vn_ms_fnc_preventDestruction Adds event handler preventing destruction of the vehicle. Works only if vehicle is local to executing machine. …

Weapons, Melee & Traps

19 functions · The melee system, weapon fired/reload handlers and audio, launchers, and punji/tripwire traps.

FunctionDescription
VN_fnc_bolt_click Bolt action audio player.
VN_fnc_bolt_fired Function called when a weapon is fired, plays an animation and plays a sound.
VN_fnc_empty_click Checks if weapon ammo is empty, plays an empty sound if it is.
VN_fnc_m72law M72 LAW fired eventhandler function. Will wait until the player attempts to reload or stops holding the fire …
VN_fnc_melee_action Called when the player passes a melee action check, runs the melee code.
VN_fnc_melee_action_check Function called when keyhandler is activated, uses condition to check if player can melee.
VN_fnc_melee_action_handgun Called when the player passes a melee action check, runs the melee code, handgun weapon specific.
VN_fnc_melee_damage Deal damage to the unit that has been intersected through the melee system.
VN_fnc_melee_drainstamina Drain players stamina when doing a melee action.
VN_fnc_melee_draw Draw icons from melee debug system.
VN_fnc_melee_fired Function runs when player fires the melee action.
VN_fnc_melee_init Setup mission variables and sound config variables.
VN_fnc_melee_offset Get position offset from selection.
VN_fnc_melee_onload Setup keyhandlers and variables used in the melee action function(s) Add unload check to internal loop …
VN_fnc_melee_onunload Remove keyhandlers and remove variables saved.
vn_fnc_sa2_fired SA2 fired eventhandler function, does not use all parameters from the fired eventhandler
VN_fnc_traps_flare_tripwire Animates flare trip wire trap after it is set off.
VN_fnc_traps_punji Animates punji trap after it is set off.
VN_fnc_traps_punji_tripwire Animates punji trip wire trap after it is set off.

Wheel menu

5 functions

FunctionDescription
VN_fnc_wm_EH_closeWM Eventhandler: closes the Wheelmenu and blocks the input of that button (yeah, that’s it).
VN_fnc_wm_EH_MouseBUp Eventhandler: Get the selected Function from “vn_wm_SelectedFunction” (defined in “vn_fnc_wm_getMousePos”) and …
VN_fnc_wm_getMousePos get mousePosition and check it’s coordinates if it’s inside of a zone if mouse inside: set selected Function …
VN_fnc_wm_init initilization of the Wheelmenu (aka: Start this monstrosity!) Set up all Selectors with Icons, Colors, …
VN_fnc_wm_text_adjustFontSize Adjusting the textsize (sizeEx) of control (type = 0), until it fit's in or it reaches the min. size. …

World Interaction & Tunnels

14 functions · Tunnel entrances and traps, waterfalls and burnable huts.

FunctionDescription
VN_fnc_burnit_action Function called when user uses the “Burn Hut” action on a building
VN_fnc_fruit_destruct Play random hit sound. Sound can be customized by providing file path in 2nd parameter.
VN_fnc_fruit_hitPart Handles damage dealt to fruits.
VN_fnc_module_tunnel Tunnel entrance module.
VN_fnc_module_tunnel_init Function initializes a tunnel.
VN_fnc_module_water_fall No description added yet.
VN_fnc_tunnel_aperture Sets the aperture of the users view camera which makes tunnels darker in the day without affecting other …
VN_fnc_tunnel_exit Exits the player from the tunnel, if the player entered then they will be placed on their old position, if not …
VN_fnc_tunnel_init_actions Client side actions function, includes action.
VN_fnc_tunnel_spawn_trap Spawns a trap and explodes it to kill the player and anyone around them.
VN_fnc_tunnel_spawn_units Spawns units in a single group in the groupt of tunnels provided to the function.
VN_fnc_tunnel_trigger No description added yet.
VN_fnc_vn_sniper_tree_init Function called when the sniper tree is initilized at mission start. Will only run once per tree.
VN_fnc_water_fall Main function for the water fall module.

The same data is published as one file at /functions.json if you want to read it outside the site.