IsPlayerNameplateIdVisibleFor
isPlayerNameplateIdVisibleFor
AVAILABLE FROM UPDATE 0.1.3
This function is available in G1R:MP 0.1.3 and later. The contract below includes the compatibility guarantees introduced in that update.
Reads the effective numeric session-ID visibility policy for one observer/target pair.
Syntax
bool isPlayerNameplateIdVisibleFor(int observerId, int targetId)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
observerId |
int |
yes | The connected human player who will see the label. |
targetId |
int |
yes | The different connected human player whose overhead label is controlled. |
Returns
Returns the effective boolean after pair/global inheritance, or false for an invalid pair/service. Use getPlayerNameplateStateFor to distinguish an explicit false from an unset override.
Examples
Read the selected pair without changing state:
local value = isPlayerNameplateIdVisibleFor(observerId, targetId)
outputDebugString(tostring(value))
Notes
- Available only in server-side resource scripts.
- The ordered pair is observer -> target; the reverse pair is independent. Both IDs must be distinct, connected session IDs, not persistent character IDs or NPC IDs.
- Each field resolves independently: explicit pair override, then the target's current global field, then the native default. Getters expose server policy, not whether pixels are currently rendered.
- No built-in acquaintance database or gamemode permission policy is assumed. See Observer nameplates for resource ownership, limits, persistence and privacy boundaries.
- The read-only view is resource-global; it is not limited to fields owned by the calling resource.
- PascalCase alias:
IsPlayerNameplateIdVisibleFor.