GetNpcData

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Revision as of 17:37, 25 September 2026 by QCherry (talk | contribs) (Document new NPC/player-mode API and events available from 0.1.5)
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getNpcData

IMPROVED FROM UPDATE 0.1.2
This function is available in earlier releases and has corrected or expanded behavior in G1R:MP 0.1.2 and later. The contract below describes the updated behavior.

Returns the complete authoritative state of a scripted NPC.

Syntax

table|false getNpcData(int npcId)

Parameters

Name Type Required Description
npcId int yes The server-assigned NPC identifier returned by spawnNpc or getNpcs.

Returns

Returns a table containing id, ownerResource, name, skin, armor, weapon, x, y, z, yaw, speed, routeIndex, routeCount, routeLoop, routeActive, paused, nameplateIdVisible, obstacleBehavior, navigationMode, and navigationCollisionMode; otherwise returns false.

Examples

Read the current route state:

local npc = getNpcData(npcId)
if npc then
    outputDebugString(("Route %d/%d"):format(npc.routeIndex, npc.routeCount))
end

Notes

  • Available only in server-side resource scripts.
  • Position and speed values use metres and metres per second; yaw uses degrees.
  • obstacleBehavior is "wait" or "avoid", navigationMode is "builtin" or "scripted", and navigationCollisionMode is "combined", "builtin", or "custom".
  • Mutating functions accept only NPCs owned by the calling resource.

Additional fields since 0.1.5

The existing table additionally returns weaponMode (string), animation (active alias or empty string), health, maxHealth, invulnerable, attackDamage and combatTarget (player ID, or 0). Use getNpcCombatMovement, getNpcCombatConfig and getNpcCombatState for pursuit/projectile data. See NPC scripting.

Appearance API since 0.1.5

Additional fields from 0.1.5: identity (string, default initially), identityExplicit (boolean, false until setNpcIdentity is called). Use getNpcSkinColor and getNpcTattoo for independent override values. Identity default with identityExplicit=false preserves legacy skin behaviour.