CyberM.nameplates

Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server.

client runtime4 functionsMarkdown

clear

GAME

CyberM.nameplates.clear()

Removes every nameplate override owned by the calling resource.

Requires ui.nameplates; other owners are unaffected.

Returns

  • true on success

Registered in ResourceHost.cpp as LuaNameplateClear (line 6771).

remove

GAME

CyberM.nameplates.remove(playerId)

Removes the calling resource's nameplate override for one player.

Requires ui.nameplates.

Parameters

  • playerIdinteger|stringrequired

Returns

  • true on success, otherwise false
  • reason

Registered in ResourceHost.cpp as LuaNameplateRemove (line 6770).

set

GAME

CyberM.nameplates.set(playerId, options)

Creates or updates the calling resource's nameplate override for a remote player.

Requires ui.nameplates. Options accept label, color, maxDistance, and visible. Overrides are owner-scoped and cleaned up with the resource.

Parameters

  • playerIdinteger|stringrequired
  • optionstablerequired

Returns

  • true on success, otherwise false
  • reason

Registered in ResourceHost.cpp as LuaNameplateSet (line 6769).

CyberM.nameplates.snapshot()

Returns the currently rendered remote-player nameplates.

Requires ui.nameplates. Screen coordinates and distance describe the most recent presentation snapshot.

Returns

  • array of { id, label, color, x, y, distance }, or nil
  • reason

Registered in ResourceHost.cpp as LuaNameplateSnapshot (line 6772).

For agents and LLMs: this page as Markdown · llms.txt · llms-full.txt