Skip to main content
Get a handle from api.players.get(player), then call its methods with : syntax. Every call reads the latest value. These are there in every game that has api.players.

Handle methods

MethodReturnsWhat it tells you
getPlayer()PlayerThe Player instance this handle is for.
getCharacter()Model?Their character model. nil while dead or respawning.
getHumanoid()Humanoid?Their Humanoid. nil while dead.
getRootPart()BasePart?Their HumanoidRootPart. nil while dead.
getParts(){ [string]: Instance }Name → part table of their character.
isAlive()booleanWhether they’re currently alive.
getTeam()string?Their team (game-specific string format).
getHealth() / getMaxHealth() / getHealthFraction()numberTheir HP, max HP, and 0..1 fraction.
getPosition()Vector3?Where they are in the world.
getCFrame()CFrame?Their root part’s CFrame.
getWeapon()any?What they’re holding right now.
getWeaponName()string?The name of their current weapon.
isReloading()booleantrue while reloading.
isBlind()booleantrue while blinded.
isScoped()booleantrue while scoped in.
getState()string?The state you assigned them in the record menu: "friendly", "priority", or nil. Aim assists skip friendly and prefer priority.

Signals

Call :Connect(callback) on these. Your callback always gets player first, so one callback can handle everyone; filter inside if you only care about one. They get cleaned up when your script unloads.
SignalYour callback receives
onPlayerAdded(player): someone joined the match
onPlayerRemoving(player): someone left
onCharacterAdded(player, character): they spawned in
onCharacterRemoving(player, character): right before they despawn
onSpawn(player): they came alive
onDeath(player): they died
onTeamChanged(player, team)
onHealthChanged(player, health, maxHealth)
onWeaponChanged(player, weapon)
onReloadingChanged(player, reloading)
onBlindChanged(player, blind)
onScopedChanged(player, scoped)

Example

api.players.onReloadingChanged:Connect(function(player, reloading)
    if reloading then
        print(player.Name, "is reloading")
    end
end)