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erlc.dev Studio exposes a rich set of value blocks for reading live player data from your ERLC server. You can look up individual players by name or ID, inspect their team and location, compare counts, and iterate over server-wide collections like join logs, kill logs, and mod calls — all from the drag-and-drop editor.

Finding Players

Use these value blocks to retrieve player objects or numeric counts from your server. Connect them to other blocks as inputs wherever a player or number is expected.

erlc_find_player

Look up a specific player. Connect a value block to the QUERY input and set the BY field to either name or id.

erlc_random_player

Returns a random currently online player. No inputs required.

erlc_player_count_value

Returns the current player count as a number. No inputs required. Use this wherever you need the raw count.

erlc_player_count

Returns a boolean by comparing the player count against a value. Connect VALUE and set the OPERATOR field (>, >=, =, !=, <, <=).

erlc_staff_count

Returns the number of staff members currently in the server. No inputs required.

erlc_queue_count

Returns the number of players currently in the server queue. No inputs required.

erlc_vehicle_count

Returns the number of active vehicles in the server. No inputs required.

erlc_team_count

Returns the number of players on a specific team. Connect a value block to the TEAM input.

Player Properties

Once you have a player object, use erlc_player_property or the dedicated property blocks to read individual attributes.

erlc_player_property

Connect a player value block to the PLAYER input and choose a FIELD from the dropdown:

Dedicated Property Blocks

For common checks, Studio provides focused blocks that are easier to wire up:

erlc_player_callsign

Returns the player’s callsign string. Input: PLAYER.

erlc_player_location

Returns the player’s full location object. Input: PLAYER.

erlc_player_online

Returns a boolean — true if the player is currently online. Input: PLAYER.

erlc_player_wanted

Returns the player’s current wanted level. Input: PLAYER.

erlc_player_is_moderator_or_admin

Returns true if the player is a moderator or admin. Input: PLAYER.

erlc_player_team_is

Returns true if the player is on the specified team. Inputs: PLAYER, TEAM.

erlc_player_permission_is

Returns true if the player holds the given permission level. Inputs: PLAYER, PERMISSION.

erlc_player_distance

Returns the distance in studs between two players. Inputs: A, B.

Team Filtering

Use erlc_players_on_team to get a list of all players currently on a given team. Connect a value block to the TEAM input. The block returns a list of player objects you can iterate over with a loop block.

Server Collections

Collections let you query server-wide data sets — from currently online players to historical logs. Use these value blocks to retrieve full lists, counts, or individual records.

erlc_server_collection

Returns a full list for the selected collection. Set the COLLECTION field dropdown to one of: Players · Staff · Queue · JoinLogs · KillLogs · CommandLogs · ModCalls · Vehicles · EmergencyCalls

erlc_collection_count

Returns the count of records in a collection. Available collections: Players · Queue · Vehicles · JoinLogs · KillLogs · CommandLogs · ModCalls · EmergencyCalls

erlc_latest_record

Returns the most recent record in a log collection. Available collections: JoinLogs · KillLogs · CommandLogs · ModCalls · EmergencyCalls

erlc_record_property

Read a field from a record object. Connect any record value block to the RECORD input, then choose a FIELD:

Example: Iterate Over Players and Check Team

The following automation retrieves all players currently on the Police team and logs each player’s name to the Studio panel.
1

Get the team list

erlc_players_on_team fetches every player currently on the Police team and returns them as a list.
2

Loop over the list

The erlc_for_each block iterates over each player object in the list, storing the current item in the player variable.
3

Read and log the name

Inside the loop, erlc_player_property reads the PlayerName field from the current player, and erlc_log prints it to the Studio panel.
Swap the erlc_log block for an erlc_command block to take automated in-game action on each matched player — for example, sending them a message or updating their callsign.