IsNpcSeeingPlayer
isNpcSeeingPlayer
AVAILABLE FROM UPDATE 0.1.5
This function is available in G1R:MP 0.1.5 and later. The contract below includes the compatibility guarantees introduced in that update.
Tests distance/cone perception against server sight blockers.
Syntax
isNpcSeeingPlayer(npcId, playerId, maxDist=15, fov=120)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
npcId |
int |
yes | Server-assigned NPC ID returned by spawnNpc; not a player ID. |
playerId |
int |
yes | Connected player ID. |
maxDist |
number |
no | Optional distance in metres, greater than 0 and at most 1000; default 15. |
fov |
number |
no | Optional full horizontal field of view in degrees, greater than 0 and at most 360; default 120. |
Returns
Returns true if distance, cone and server blocker checks pass; otherwise false.
Examples
local visible = isNpcSeeingPlayer(npcId, playerId, 20, 120)
Notes
- Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
- Since 0.1.5. This documents the next release; public 0.1.4 does not include these additions.
- Use matching updated client and server. See NPC scripting for lifecycle, defaults, combat examples and collision limitations.
- Not full native-world raycasting. Uncovered terrain/buildings/doors/editor meshes do not automatically occlude this query. See NPC scripting#Visibility and collision.