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isPlayerAlive()

A global function that performs a basic, un-cached check to determine if a player is alive.

 

Syntax

var alive = isPlayerAlive(playerID);

Parameters

ParameterTypeMandatoryNotesAPI Version
playerIDNumber(tick)The ID of the player that is to be checked.1.0

Return value

ValueTypeNotesAPI Version
trueBooleanIndicates the player is alive1.0
falseBooleanIndicates the player is dead1.0
<error>ErrorIf an invalid player ID is specified, an error will be thrown.1.0

Notes

The isPlayerAlive() function is not cached and does not check to see if a player is a spectator or vacant slot – so it's slower and less reliable than using the .isAlive property of Players Objects:

High-speed way to check if player is alive...
// .isAlive uses some tricks and caching to boost performance..
 
var alive = Players[playerID].isAlive; // much faster way to check

Redefining isPlayerAlive()

You can define a custom isPlayerAlive() function if desired, using the following syntax:

Defining a custom isPlayerAlive() function
// must be *after* including Define API
 
Define("isPlayerAlive", function isPlayerAlive(playerID) {
  // handle scavenger id gracefully! (see notes below)
 
  // do not use Players API to find out if a player is alive...
  // ...because it will call this function to find out!
  
  // return true if alive, false if dead
});
 
// and *before* including Players API

The Players API will use your custom function instead of its own if the function is defined as specified in the code above. That means that the .isAlive property of players objects will call your function, so you can't use those (or Players.alive which relies on them) to find out if a player is alive, duh!

Because the Players API includes a players object for Scavengers, regardless of whether they are enabled or present on the map, your function must handle that scenario gracefully. If (playerID >= maxPlayers) then you're being asked if scavengers are alive.

You can see an example script here: Define.isPlayerAlive.js

If no custom function has been defined prior to including the Players API, a default definition is created in accordance with standard game rules: A player is deemed to be living if they have either a FACTORY or a CYBORG_FACTORY or a DROID.

Availability STABLE

Requires:

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See also

Related articles:

Players API

Topics:

  • isPlayerAlive()A global function that performs a basic, un-cached check to determine if a player is alive.
  • eventTeamRevived()A global event triggered when a team is revived (one or more of it's players resurrected).
  • eventPlayerDefeated()A global event triggered when a player is defeated.
  • eventPlayerRevived()A global event triggered when a player is revived (brought back to life).
  • Modding Players APIThe Players API supports modding...
  • isSpectator()A global function that performs a basic, un-cached check to determine if a player is a spectator based on presence of a Satellite Uplink at the start of the game.
  • Players[]Main interface to Players API and an array of all players in the game, including Scavengers.
    • Players.alliesAndMe[]Returns an array of players objects for living allied players, including me.
    • Players.alive[]Returns an array of players objects for living players.
    • Players.allies[]Returns an array of players objects for living allied players.
    • Players.refresh()Rebuilds all Players Objects, use with care!
    • Players.dead[]Returns an array of players objects for dead players.
    • Players.scavengerReturns the players object associated with the Scavenger faction, even if Scavengers are disabled.
    • Players.meReturns the player object associated with your script.
    • Players.enemies[]Returns an array of players objects for living enemy players.
    • Players.mod()Extend the Players API and Players Objects with your own features...
  • Players ObjectsThe objects returned by the Players API are enhanced versions of Player objects...
  • eventTeamDefeated()A global event triggered when a team is defeated (all it's players defeated).