🧑 Character
Characters represents Actors which can be possessed, can move and interact with world. They are the default Skeletal Mesh Character built for nanos world.
Characters are Skeletal Meshes using Unreal's Mannequin Skeletal, with animations and interactivity already natively integrated into nanos world. It is possible to import any Skeletal Mesh (which uses Unreal's Mannequin Skeletal) to this Character.
🎒 Examples
-- The following examples are using all Skeletal Meshes which we currently have for examples, including the officials Woman, Man and Mannequin:
local woman = Character(Vector(100, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_Female")
local man = Character(Vector(200, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_Male")
local mannequin = Character(Vector(300, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_Mannequin")
local mannequin_female = Character(Vector(400, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_Mannequin_Female")
local post_apocalyptic = Character(Vector(400, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_PostApocalyptic")
local classic_male = Character(Vector(500, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_ClassicMale")
-- Adds Clothes to Man. Note: some Meshes only supports a specific Mesh (Men/Woman)
man:AddSkeletalMeshAttached("shirt", "nanos-world::SK_Shirt") -- Men only
man:AddSkeletalMeshAttached("shirt", "nanos-world::SK_Underwear") -- Men only
man:AddSkeletalMeshAttached("pants", "nanos-world::SK_Pants") -- Men only
man:AddSkeletalMeshAttached("shoes", "nanos-world::SK_Shoes_01")
man:AddSkeletalMeshAttached("tie", "nanos-world::SK_Tie")
-- Adds Clothes to Woman
woman:AddSkeletalMeshAttached("full", "nanos-world::SK_CasualSet") -- Woman only
woman:AddSkeletalMeshAttached("shoes", "nanos-world::SK_Sneakers")
-- Adds Beard to Man
man:AddStaticMeshAttached("beard", "nanos-world::SM_Beard_Extra", "beard")
man:AddStaticMeshAttached("beard", "nanos-world::SM_Beard_Middle", "beard")
man:AddStaticMeshAttached("beard", "nanos-world::SM_Beard_Mustache_01", "beard")
man:AddStaticMeshAttached("beard", "nanos-world::SM_Beard_Mustache_02", "beard")
man:AddStaticMeshAttached("beard", "nanos-world::SM_Beard_Side", "beard")
-- Adds Hair to Man
man:AddStaticMeshAttached("hair", "nanos-world::SM_Hair_Long", "hair_male")
man:AddStaticMeshAttached("hair", "nanos-world::SM_Hair_Short", "hair_male")
-- Adds Hair to Woman
woman:AddStaticMeshAttached("hair", "nanos-world::SM_Hair_Kwang", "hair_female")
More related examples:
Play as Propgetting-started/tutorials-and-examples/play-as-prop Nametagsgetting-started/tutorials-and-examples/name-tags Character Meshes Guideassets-modding/creating-assets/skeletal-meshes/characters-meshes🛠 Constructors
Default Constructor
local my_character = Character(location, rotation, skeletal_mesh_asset, collision_type?, gravity_enabled?, max_health?, death_sound?, pain_sound?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | Required parameter | No description provided |
Rotator | rotation | Required parameter | No description provided |
SkeletalMesh Reference | skeletal_mesh_asset | Required parameter | No description provided |
CollisionType | collision_type | CollisionType.Auto | No description provided |
boolean | gravity_enabled | true | No description provided |
integer | max_health | 100 | Current / Max Health |
Sound Reference | death_sound | nanos-world::A_Male_01_Death | Played when Character dies |
Sound Reference | pain_sound | nanos-world::A_Male_01_Pain | Played when Character takes damage |
🗿 Static Functions
Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/Entity
Returns | Name | Description | |
---|---|---|---|
table of Base Entity | GetAll | Returns a table containing all Entities of the class this is called on | |
Base Entity | GetByIndex | Returns a specific Entity of this class at an index | |
integer | GetCount | Returns how many Entities of this class exist | |
table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System | |
iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() | |
table or nil | GetParentClass | Gets the parent class if this Class was created with the Inheriting System | |
table | Inherit | Inherits this class with the Inheriting System | |
boolean | IsChildOf | Gets if this Class is child of another class if this Class was created with the Inheriting System | |
function | Subscribe | Subscribes to an Event for all entities of this Class | |
function | SubscribeRemote | Subscribes to a custom event called from server | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed |
🦠 Functions
Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
Returns | Name | Description | |
---|---|---|---|
BroadcastRemoteEvent | Calls a custom remote event directly on this entity to all Players | ||
CallRemoteEvent | Calls a custom remote event directly on this entity to a specific Player | ||
CallRemoteEvent | Calls a custom remote event directly on this entity | ||
Destroy | Destroys this Entity | ||
table of string | GetAllValuesKeys | Gets a list of all values keys | |
table | GetClass | Gets the class of this entity | |
integer | GetID | Gets the universal network ID of this Entity (same on both client and server) | |
any | GetValue | Gets a Value stored on this Entity at the given key | |
boolean | IsA | Recursively checks if this entity is inherited from a Class | |
boolean | IsValid | Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity) | |
SetValue | Sets a Value in this Entity | ||
function | Subscribe | Subscribes to an Event on this specific entity | |
function | SubscribeRemote | Subscribes to a custom event called from server on this specific entity | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed |
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/Actor
Returns | Name | Description | |
---|---|---|---|
AddActorTag | Adds an Unreal Actor Tag to this Actor | ||
AddImpulse | Applies a force in world world to this Actor | ||
AttachTo | Attaches this Actor to any other Actor, optionally at a specific bone | ||
Detach | Detaches this Actor from AttachedTo Actor | ||
table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
table of Base Actor | GetAttachedEntities | Gets all Actors attached to this Actor | |
Base Actor or nil | GetAttachedTo | Gets the Actor this Actor is attached to | |
table | GetBounds | Gets this Actor's bounds | |
CollisionType | GetCollision | Gets this Actor's collision type | |
integer | GetDimension | Gets this Actor's dimension | |
float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
Vector | GetForce | Gets this Actor's force (set by SetForce() ) | |
Vector | GetLocation | Gets this Actor's location in the game world | |
Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached | |
Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached | |
Rotator | GetRotation | Gets this Actor's angle in the game world | |
Vector | GetScale | Gets this Actor's scale | |
float | GetScreenPercentage | Gets the percentage of this Actor size in the screen | |
Vector | GetVelocity | Gets this Actor's current velocity | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
boolean | IsBeingDestroyed | Returns true if this Actor is being destroyed | |
boolean | IsGravityEnabled | Returns true if gravity is enabled on this Actor | |
boolean | IsInWater | Returns true if this Actor is in water | |
boolean | IsNetworkDistributed | Returns true if this Actor is currently network distributed | |
boolean | IsVisible | Returns true if this Actor is visible | |
RemoveActorTag | Removes an Unreal Actor Tag from this Actor | ||
RotateTo | Smoothly rotates this actor to an angle over a certain time | ||
SetCollision | Sets this Actor's collision type | ||
SetDimension | Sets this Actor's Dimension | ||
SetForce | Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel | ||
SetGravityEnabled | Sets whether gravity is enabled on this Actor | ||
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetLifeSpan | Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed. | ||
SetLocation | Sets this Actor's location in the game world | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority between players | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline index to use | ||
SetRelativeLocation | Sets this Actor's relative location in local space (only if this actor is attached) | ||
SetRelativeRotation | Sets this Actor's relative rotation in local space (only if this actor is attached) | ||
SetRotation | Sets this Actor's rotation in the game world | ||
SetScale | Sets this Actor's scale | ||
SetVisibility | Sets whether the actor is visible or not | ||
TranslateTo | Smoothly moves this actor to a location over a certain time | ||
boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen |
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/Paintable
Returns | Name | Description | |
---|---|---|---|
ResetMaterial | Resets the material from the specified index to the original one | ||
SetMaterial | Sets the material at the specified index of this Actor | ||
SetMaterialColorParameter | Sets a Color parameter in this Actor's material | ||
SetMaterialFromCanvas | Sets the material at the specified index of this Actor to a Canvas object | ||
SetMaterialFromSceneCapture | Sets the material at the specified index of this Actor to a SceneCapture object | ||
SetMaterialFromWebUI | Sets the material at the specified index of this Actor to a WebUI object | ||
SetMaterialScalarParameter | Sets a Scalar parameter in this Actor's material | ||
SetMaterialTextureParameter | Sets a texture parameter in this Actor's material to an image on disk | ||
SetMaterialVectorParameter | Sets a Vector parameter in this Actor's material | ||
SetPhysicalMaterial | Overrides this Actor's Physical Material with a new one |
Inherited Damageable Functions
Base Damageablescripting-reference/classes/base-classes/Damageable
Returns | Name | Description | |
---|---|---|---|
integer | ApplyDamage | Do damage to this entity | |
integer | GetHealth | Gets the current health | |
integer | GetMaxHealth | Gets the Max Health | |
Respawn | Respawns the Entity, fullying it's Health and moving it to it's Initial Location | ||
SetHealth | Sets the Health of this Entity | ||
SetMaxHealth | Sets the MaxHealth of this Entity |
Inherited Pawn Functions
Base Pawnscripting-reference/classes/base-classes/Pawn
Returns | Name | Description | |
---|---|---|---|
AddSkeletalMeshAttached | Attaches a Skeletal Mesh as master pose to this entity | ||
AddStaticMeshAttached | Attaches a Static Mesh to this entity | ||
Follow | AI: Makes this Character to follow another actor | ||
table of string | GetAllSkeletalMeshAttached | Gets all Skeletal Meshes attached to this entity | |
table of string | GetAllStaticMeshAttached | Gets all Static Meshes attached to this entity | |
Rotator | GetControlRotation | Gets the Control Rotation | |
SkeletalMesh Reference | GetMesh | Gets the base Mesh Asset | |
Vector | GetMovingTo | Gets the Moving To location | |
Player or nil | GetPlayer | Gets the possessing Player | |
HideBone | Hides a bone of this Character | ||
boolean | IsBoneHidden | Gets if a bone is hidden | |
Jump | Triggers this Character to jump | ||
MoveTo | AI: Makes this Character to walk to the Location | ||
RemoveAllSkeletalMeshesAttached | Removes all SkeletalMeshes attached | ||
RemoveAllStaticMeshesAttached | Removes all StaticMeshes attached | ||
RemoveSkeletalMeshAttached | Removes, if it exists, a SkeletalMesh from this entity given its custom ID | ||
RemoveStaticMeshAttached | Removes, if it exists, a StaticMesh from this enitity given its custom ID | ||
SetBrakingSettings | Sets the Movement Braking Settings of this Character | ||
SetCanCrouch | Sets if this Character is allowed to Crouch and to Prone | ||
SetCanJump | Sets if this Character is allowed to Jump | ||
SetCapsuleSize | Sets this Character's Capsule size | ||
SetJumpZVelocity | Sets the velocity of the jump | ||
SetStaticMeshAttachedTransform | Sets a Static Mesh Attached location and rotation | ||
StopAnimation | Stops an Animation Montage on this character | ||
StopMovement | AI: Stops the movement | ||
UnHideBone | UnHide a bone of this Character |
Returns | Name | Description | |
---|---|---|---|
ClearMorphTargets | Clear all Morph Target that are set to this Mesh | ||
Drop | Drops any Pickable the Character is holding | ||
EnterVehicle | Enters the Vehicle at Seat (0 - Driver) | ||
table of string | GetAllMorphTargetNames | Returns a table with all morph targets available | |
table | GetBoneTransform | Gets a Bone Transform in world space given a bone name | |
CameraMode | GetCameraMode | Gets the camera mode | |
boolean | GetCanAim | Gets if can aim | |
boolean | GetCanCrouch | Gets if can crouch | |
boolean | GetCanDrop | Gets if can drop | |
boolean | GetCanGrabProps | Gets if can grab props | |
boolean | GetCanPickupPickables | Gets if can pickup Pickables (Weapons, Melee, Grenade...) | |
boolean | GetCanPunch | Gets if can punch | |
boolean | GetCanSprint | Gets if can sprint | |
table | GetCapsuleSize | Gets the Capsule Size | |
float | GetDamageMultiplier | Gets the Damage Multiplier of a bone | |
integer | GetFallDamageTaken | Gets the Fall Damage | |
FallingMode | GetFallingMode | Gets the FallingMode | |
boolean | GetFlyingMode | Gets if it's in Flying mode | |
GaitMode | GetGaitMode | Gets the GaitMode | |
Prop or nil | GetGrabbedProp | Gets the Grabbed Prop | |
float | GetGravityScale | Gets the gravity scale | |
integer | GetImpactDamageTaken | Gets the impact damage taken | |
integer | GetJumpZVelocity | Gets the Jump Z Velocity | |
float | GetMorphTarget | Returns the value of a Morph Target | |
Base Pickable or nil | GetPicked | Gets the Pickable if picking up | |
integer | GetPunchDamage | Gets the punch damage | |
float | GetSpeedMultiplier | Gets the speed multiplier | |
StanceMode | GetStanceMode | Gets the Stance Mode | |
SwimmingMode | GetSwimmingMode | Gets the Swimming Mode | |
integer | GetTeam | Gets the Team | |
Base Vehicle or nil | GetVehicle | Gets the entered Vehicle | |
integer | GetVehicleSeat | Gets the entered Vehicle seat | |
ViewMode | GetViewMode | Gets the View Mode | |
AimMode | GetWeaponAimMode | Gets the Weapon Aim Mode | |
GrabProp | Gives a Prop to the Character | ||
boolean | IsInputEnabled | Gets if has input enabled | |
boolean | IsInRagdollMode | Gets if Character is in ragdoll mode | |
boolean | IsInvulnerable | Gets if is invulnerable | |
LeaveVehicle | Leaves the current Vehicle | ||
LookAt | AI: Tries to make this Character to look at Location | ||
PickUp | Gives a Melee/Grenade/Weapon (Pickable) to the Character | ||
PlayAnimation | Plays an Animation Montage on this character | ||
ResetPhysicalAnimationSettings | Resets all Physical Animation settings | ||
SetAccelerationSettings | Sets the Movement Max Acceleration of this Character | ||
SetAirControl | Sets the amount of movement control allowed when it is in air | ||
SetAnimationIdleWalkRunCrouching | Sets the Blend Space (2D) Animation for Crouching Horizontal Axis stands for Speed X and Vertical Axis for Speed Y | ||
SetAnimationIdleWalkRunProning | Sets the Blend Space (2D) Animation for Proning Horizontal Axis stands for Speed X and Vertical Axis for Speed Y | ||
SetAnimationIdleWalkRunStanding | Sets the Blend Space (2D) Animation for Standing | ||
SetAnimationsTransitionCrouchingProning | Sets the Transition Animation between Crouching and Proning | ||
SetAnimationsTransitionStandingCrouching | Sets the Transition Animation between Standing and Crouching | ||
SetCameraMode | Sets the Camera Mode | ||
SetCameraOffset | Sets the Camera Offset (only affects TPS) | ||
SetCanAim | Sets if this Character is allowed to Aim | ||
SetCanDeployParachute | Sets if this Character is allowed to deploy the Parachute | ||
SetCanDive | Sets if this Character is allowed to Dive | ||
SetCanDrop | Sets if this Character is allowed to Drop the Picked up item | ||
SetCanGrabProps | Sets if this Character is allowed to Grab any Prop | ||
SetCanPickupPickables | Sets if this Character is allowed to Pick up any Pickable (Weapon, Grenade, Melee...) | ||
SetCanPunch | Sets if this Character is allowed to Punch | ||
SetCanSprint | Sets if this Character is allowed to Sprint | ||
SetDamageMultiplier | Changes how much damage this character takes on specific bones | ||
SetDeathSound | Changes the Death sound when Character dies | ||
SetFallDamageTaken | Set the Fall Damage multiplier taken when falling from High places | ||
SetFlyingMode | Sets the Flying Mode | ||
SetFootstepVolumeMultiplier | Set the Footstep Volume multiplier | ||
SetFOVMultiplier | Sets the Field of View multiplier | ||
SetGaitMode | Sets the Gait Mode | ||
SetGravityScale | Changes the Gravity Scale | ||
SetHighFallingTime | Sets time to transition to HighFalling state | ||
SetHitReactionEnabled | Sets if the character will react to damage by applying small dynamic ragdoll effect to local bones damaged | ||
SetImpactDamageTaken | Set the Impact Damage taken when being roamed by things | ||
SetInputEnabled | Enables/Disables Character's Input | ||
SetInvulnerable | Sets if the Character can receive any damage | ||
SetMesh | Changes the Character Mesh on the fly | ||
SetMorphTarget | Set Morph Target with Name and Value | ||
SetPainSound | Changes the Pain sound when Character takes damage | ||
SetParachuteTexture | Changes the Parachute Texture | ||
SetPhysicalAnimationSettings | Applies the physical animation settings to the body given | ||
SetPunchDamage | Set the Punch Damage this Character will apply on others | ||
SetRadialDamageToRagdoll | Set the minimum radial damage (e.g. explosions) taken to enter in ragdoll mode | ||
SetRagdollMode | Sets Character Ragdoll Mode | ||
SetSimulatePhysics | Sets the Character Capsule to simulate physics | ||
SetSpeedMultiplier | Sets all speed multiplier | ||
SetStanceMode | Sets the Stance Mode | ||
SetTeam | Sets a Team which will disable damaging same Team Members | ||
SetViewMode | Sets the View Mode | ||
SetWeaponAimMode | Sets the Weapon's Aim Mode | ||
UnGrabProp | UnGrabs/Drops the Prop the Character is holding |
ClearMorphTargets
Clear all Morph Target that are set to this Mesh
my_character:ClearMorphTargets()
See also SetMorphTarget, GetMorphTarget, GetAllMorphTargetNames.
Drop
Drops any Pickable the Character is holding
my_character:Drop()
EnterVehicle
Enters the Vehicle at Seat (0 - Driver)
my_character:EnterVehicle(vehicle, seat?)
Type | Parameter | Default | Description |
---|---|---|---|
Base Vehicle | vehicle | Required parameter | No description provided |
integer | seat? | 0 | No description provided |
See also GetVehicle, GetVehicleSeat, EnterVehicle, AttemptEnterVehicle.
GetAllMorphTargetNames
Returns a table with all morph targets available
— Returns table of string (table with all morph targets available).
local ret = my_character:GetAllMorphTargetNames()
See also SetMorphTarget, GetMorphTarget, ClearMorphTargets.
GetBoneTransform
Gets a Bone Transform in world space given a bone name
— Returns table (with this format).
local ret = my_character:GetBoneTransform(bone_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name | Required parameter | No description provided |
GetCameraMode
Gets the camera mode
— Returns CameraMode.
local ret = my_character:GetCameraMode()
See also SetCameraMode.
GetCanAim
Gets if can aim
— Returns boolean.
local ret = my_character:GetCanAim()
See also SetCanAim.
GetCanCrouch
Gets if can crouch
— Returns boolean.
local ret = my_character:GetCanCrouch()
GetCanDrop
Gets if can drop
— Returns boolean.
local ret = my_character:GetCanDrop()
See also SetCanDrop.
GetCanGrabProps
Gets if can grab props
— Returns boolean.
local ret = my_character:GetCanGrabProps()
See also SetCanGrabProps.
GetCanPickupPickables
Gets if can pickup Pickables (Weapons, Melee, Grenade...)
— Returns boolean.
local ret = my_character:GetCanPickupPickables()
See also SetCanPickupPickables.
GetCanPunch
Gets if can punch
— Returns boolean.
local ret = my_character:GetCanPunch()
See also SetCanPunch.
GetCanSprint
Gets if can sprint
— Returns boolean.
local ret = my_character:GetCanSprint()
See also SetCanSprint.
GetCapsuleSize
Gets the Capsule Size
— Returns table (with this format).
local ret = my_character:GetCapsuleSize()
GetDamageMultiplier
Gets the Damage Multiplier of a bone
— Returns float (the damage multiplier of the bone).
local ret = my_character:GetDamageMultiplier(bone_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name | Required parameter | No description provided |
See also SetDamageMultiplier.
GetFallDamageTaken
Gets the Fall Damage
— Returns integer.
local ret = my_character:GetFallDamageTaken()
See also SetFallDamageTaken.
GetFallingMode
Gets the FallingMode
— Returns FallingMode.
local ret = my_character:GetFallingMode()
GetFlyingMode
Gets if it's in Flying mode
— Returns boolean.
local ret = my_character:GetFlyingMode()
See also SetFlyingMode.
GetGaitMode
Gets the GaitMode
— Returns GaitMode.
local ret = my_character:GetGaitMode()
See also SetGaitMode.
GetGrabbedProp
Gets the Grabbed Prop
local ret = my_character:GetGrabbedProp()
See also GrabProp, UnGrabProp.
GetGravityScale
Gets the gravity scale
— Returns float.
local ret = my_character:GetGravityScale()
See also SetGravityScale.
GetImpactDamageTaken
Gets the impact damage taken
— Returns integer.
local ret = my_character:GetImpactDamageTaken()
See also SetImpactDamageTaken.
GetJumpZVelocity
Gets the Jump Z Velocity
— Returns integer.
local ret = my_character:GetJumpZVelocity()
GetMorphTarget
Returns the value of a Morph Target
— Returns float (value of the Morph Target).
local ret = my_character:GetMorphTarget(name)
Type | Parameter | Default | Description |
---|---|---|---|
string | name | Required parameter | Morph Target Name |
See also SetMorphTarget, ClearMorphTargets, GetAllMorphTargetNames.
GetPicked
Gets the Pickable if picking up
— Returns Base Pickable or nil.
local ret = my_character:GetPicked()
GetPunchDamage
Gets the punch damage
— Returns integer.
local ret = my_character:GetPunchDamage()
See also SetPunchDamage.
GetSpeedMultiplier
Gets the speed multiplier
— Returns float.
local ret = my_character:GetSpeedMultiplier()
See also SetSpeedMultiplier.
GetStanceMode
Gets the Stance Mode
— Returns StanceMode.
local ret = my_character:GetStanceMode()
See also SetStanceMode.
GetSwimmingMode
Gets the Swimming Mode
— Returns SwimmingMode.
local ret = my_character:GetSwimmingMode()
GetTeam
Gets the Team
— Returns integer.
local ret = my_character:GetTeam()
See also SetTeam.
GetVehicle
Gets the entered Vehicle
— Returns Base Vehicle or nil.
local ret = my_character:GetVehicle()
See also EnterVehicle, LeaveVehicle.
GetVehicleSeat
Gets the entered Vehicle seat
— Returns integer.
local ret = my_character:GetVehicleSeat()
GetViewMode
Gets the View Mode
— Returns ViewMode.
local ret = my_character:GetViewMode()
See also SetViewMode.
GetWeaponAimMode
Gets the Weapon Aim Mode
— Returns AimMode.
local ret = my_character:GetWeaponAimMode()
See also SetWeaponAimMode.
GrabProp
Gives a Prop to the Character
my_character:GrabProp(prop)
Type | Parameter | Default | Description |
---|---|---|---|
Prop | prop | Required parameter | No description provided |
See also GetGrabbedProp.
IsInputEnabled
Gets if has input enabled
— Returns boolean.
local ret = my_character:IsInputEnabled()
See also SetInputEnabled.
IsInRagdollMode
Gets if Character is in ragdoll mode
— Returns boolean.
local ret = my_character:IsInRagdollMode()
IsInvulnerable
Gets if is invulnerable
— Returns boolean.
local ret = my_character:IsInvulnerable()
See also SetInvulnerable.
LeaveVehicle
Leaves the current Vehicle
my_character:LeaveVehicle()
See also EnterVehicle, GetVehicle, LeaveVehicle, AttemptLeaveVehicle.
LookAt
AI: Tries to make this Character to look at Location
my_character:LookAt(location)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | location | Required parameter | World location to look |
PickUp
Gives a Melee/Grenade/Weapon (Pickable) to the Character
my_character:PickUp(pickable)
Type | Parameter | Default | Description |
---|---|---|---|
Base Pickable | pickable | Required parameter | No description provided |
PlayAnimation
Plays an Animation Montage on this character
my_character:PlayAnimation(animation_path, slot_type?, loop_indefinitely?, blend_in_time?, blend_out_time?, play_rate?, stop_all_montages?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_path | Required parameter | No description provided |
AnimationSlotType | slot_type? | AnimationSlotType.FullBody | No description provided |
boolean | loop_indefinitely? | false | No description provided |
float | blend_in_time? | 0.25 | No description provided |
float | blend_out_time? | 0.25 | No description provided |
float | play_rate? | 1.0 | No description provided |
boolean | stop_all_montages? | false | Stops all running Montages from the same Group |
See also StopAnimation.
ResetPhysicalAnimationSettings
Resets all Physical Animation settings
my_character:ResetPhysicalAnimationSettings()
SetAccelerationSettings
Sets the Movement Max Acceleration of this Character
my_character:SetAccelerationSettings(walking?, parachuting?, skydiving?, falling?, swimming?, swimming_surface?, flying?)
Type | Parameter | Default | Description |
---|---|---|---|
integer | walking? | 768 | No description provided |
integer | parachuting? | 512 | No description provided |
integer | skydiving? | 768 | No description provided |
integer | falling? | 128 | No description provided |
integer | swimming? | 256 | No description provided |
integer | swimming_surface? | 256 | No description provided |
integer | flying? | 1024 | No description provided |
SetAirControl
Sets the amount of movement control allowed when it is in air
my_character:SetAirControl(air_control?, boost_multiplier?, boost_velocity_threshold?)
Type | Parameter | Default | Description |
---|---|---|---|
float | air_control? | 0.2 | When falling, amount of lateral movement control available to the character. 0 = no control, 1 = full control at max speed of MaxWalkSpeed |
float | boost_multiplier? | 512 | When falling, multiplier applied to air_control when lateral velocity is less than boost_velocity_threshold. Setting this to zero will disable air control boosting. Final result is clamped at 1 |
float | boost_velocity_threshold? | 25 | When falling, if lateral velocity magnitude is less than this value, air_control is multiplied by boost_multiplier. Setting this to zero will disable air control boosting |
SetAnimationIdleWalkRunCrouching
Sets the Blend Space (2D) Animation for Crouching
Horizontal Axis stands for Speed X and Vertical Axis for Speed Y
my_character:SetAnimationIdleWalkRunCrouching(blend_space_path, enable_turn_in_place?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | blend_space_path | Required parameter | No description provided |
boolean | enable_turn_in_place? | false | No description provided |
SetAnimationIdleWalkRunProning
Sets the Blend Space (2D) Animation for Proning
Horizontal Axis stands for Speed X and Vertical Axis for Speed Y
my_character:SetAnimationIdleWalkRunProning(blend_space_path)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | blend_space_path | Required parameter | No description provided |
SetAnimationIdleWalkRunStanding
Sets the Blend Space (2D) Animation for Standing
Horizontal Axis stands for Speed X and Vertical Axis for Speed Y
my_character:SetAnimationIdleWalkRunStanding(blend_space_path, enable_turn_in_place?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | blend_space_path | Required parameter | No description provided |
boolean | enable_turn_in_place? | false | No description provided |
SetAnimationsTransitionCrouchingProning
Sets the Transition Animation between Crouching and Proning
my_character:SetAnimationsTransitionCrouchingProning(crouching_to_proning, pronng_to_crouching)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | crouching_to_proning | Required parameter | No description provided |
Animation Reference | pronng_to_crouching | Required parameter | No description provided |
SetAnimationsTransitionStandingCrouching
Sets the Transition Animation between Standing and Crouching
my_character:SetAnimationsTransitionStandingCrouching(standing_to_crouching, crouching_to_standing)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | standing_to_crouching | Required parameter | No description provided |
Animation Reference | crouching_to_standing | Required parameter | No description provided |
SetCameraMode
Sets the Camera Mode (i.e. Only TPS, FPS or if allow both)
Using FPSOnly CameraMode on AI will lock his body rotation (when using LookAt)
my_character:SetCameraMode(camera_mode)
Type | Parameter | Default | Description |
---|---|---|---|
CameraMode | camera_mode | Required parameter | No description provided |
See also GetCameraMode.
SetCameraOffset
Sets the Camera Offset (only affects TPS)
my_character:SetCameraOffset(camera_offset)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | camera_offset | Required parameter | No description provided |
SetCanAim
Sets if this Character is allowed to Aim
my_character:SetCanAim(can_aim)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_aim | Required parameter | No description provided |
See also GetCanAim.
SetCanDeployParachute
Sets if this Character is allowed to deploy the Parachute
my_character:SetCanDeployParachute(can_deploy_parachute)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_deploy_parachute | Required parameter | No description provided |
SetCanDive
Sets if this Character is allowed to Dive
my_character:SetCanDive(can_dive)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_dive | Required parameter | No description provided |
SetCanDrop
Sets if this Character is allowed to Drop the Picked up item
my_character:SetCanDrop(can_drop)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_drop | Required parameter | No description provided |
See also GetCanDrop.
SetCanGrabProps
Sets if this Character is allowed to Grab any Prop
my_character:SetCanGrabProps(can_grab_props)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_grab_props | Required parameter | No description provided |
See also GetCanGrabProps.
SetCanPickupPickables
Sets if this Character is allowed to Pick up any Pickable (Weapon, Grenade, Melee...)
my_character:SetCanPickupPickables(can_pickup)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_pickup | Required parameter | No description provided |
See also GetCanPickupPickables.
SetCanPunch
Sets if this Character is allowed to Punch
my_character:SetCanPunch(can_punch)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_punch | Required parameter | No description provided |
See also GetCanPunch.
SetCanSprint
Sets if this Character is allowed to Sprint
my_character:SetCanSprint(can_sprint)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_sprint | Required parameter | No description provided |
See also GetCanSprint.
SetDamageMultiplier
Changes how much damage this character takes on specific bones
my_character:SetDamageMultiplier(bone_name, multiplier)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name | Required parameter | No description provided |
float | multiplier | Required parameter | No description provided |
See also GetDamageMultiplier.
SetDeathSound
Changes the Death sound when Character dies
my_character:SetDeathSound(sound_asset)
Type | Parameter | Default | Description |
---|---|---|---|
string | sound_asset | Required parameter | No description provided |
SetFallDamageTaken
Set the Fall Damage multiplier taken when falling from High places.
Setting to 0 will make the Character to do not take any damage
my_character:SetFallDamageTaken(damage)
Type | Parameter | Default | Description |
---|---|---|---|
integer | damage | Required parameter | Default is 10 |
See also GetFallDamageTaken.
SetFlyingMode
Sets the Flying Mode
my_character:SetFlyingMode(flying_mode)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | flying_mode | Required parameter | No description provided |
See also GetFlyingMode.
SetFootstepVolumeMultiplier
Set the Footstep Volume multiplier
my_character:SetFootstepVolumeMultiplier(volume_multiplier)
Type | Parameter | Default | Description |
---|---|---|---|
float | volume_multiplier | Required parameter | No description provided |
SetFOVMultiplier
Sets the Field of View multiplier
my_character:SetFOVMultiplier(multiplier)
Type | Parameter | Default | Description |
---|---|---|---|
float | multiplier | Required parameter | No description provided |
SetGaitMode
Sets the Gait Mode
my_character:SetGaitMode(gait_mode)
Type | Parameter | Default | Description |
---|---|---|---|
GaitMode | gait_mode | Required parameter | No description provided |
See also GetGaitMode.
SetGravityScale
Changes the Gravity Scale of this Character (can be negative)
my_character:SetGravityScale(gravity_scale)
Type | Parameter | Default | Description |
---|---|---|---|
float | gravity_scale | Required parameter | No description provided |
See also GetGravityScale.
SetHighFallingTime
Sets time elapsed until automatically transition to HighFalling state (from SmallFalling) in seconds
Set it to -1 to never enter HighFalling time and consequently do not ragdoll when falling
my_character:SetHighFallingTime(time)
Type | Parameter | Default | Description |
---|---|---|---|
float | time | Required parameter | Default is 1 second |
SetHitReactionEnabled
Sets if the character will react to damage by applying small dynamic ragdoll effect to local bones damaged
my_character:SetHitReactionEnabled(is_enabled)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | is_enabled | Required parameter | No description provided |
SetImpactDamageTaken
Set the Impact Damage taken when being roamed by things.
Setting to 0 will make the Character to do not take damage or enter ragdoll mode
my_character:SetImpactDamageTaken(impact_damage)
Type | Parameter | Default | Description |
---|---|---|---|
integer | impact_damage | Required parameter | Default is 10 |
See also GetImpactDamageTaken.
SetInputEnabled
Enables/Disables Character's Input
my_character:SetInputEnabled(is_enabled)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | is_enabled | Required parameter | No description provided |
See also IsInputEnabled.
SetInvulnerable
Sets if the Character can receive any damage
my_character:SetInvulnerable(is_invulnerable)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | is_invulnerable | Required parameter | No description provided |
See also IsInvulnerable.
SetMesh
Changes the Character Mesh on the fly
my_character:SetMesh(skeletal_mesh_asset)
Type | Parameter | Default | Description |
---|---|---|---|
SkeletalMesh Reference | skeletal_mesh_asset | Required parameter | No description provided |
SetMorphTarget
Set Morph Target with Name and Value
my_character:SetMorphTarget(name, value)
Type | Parameter | Default | Description |
---|---|---|---|
string | name | Required parameter | Morph Target Name |
float | value | Required parameter | No description provided |
See also GetMorphTarget, ClearMorphTargets, GetAllMorphTargetNames.
SetPainSound
Changes the Pain sound when Character takes damage
my_character:SetPainSound(sound_asset)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_asset | Required parameter | No description provided |
SetParachuteTexture
Changes the Parachute Texture
my_character:SetParachuteTexture(texture)
Type | Parameter | Default | Description |
---|---|---|---|
Image Path | texture | Required parameter | No description provided |
SetPhysicalAnimationSettings
Applies the physical animation settings to the body given
my_character:SetPhysicalAnimationSettings(bone, include_self, is_local_simulation, orientation_strength?, angular_velocity_strength?, position_strength?, velocity_strength?, max_linear_force?, max_angular_force?)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone | Required parameter | The body we will be driving |
boolean | include_self | Required parameter | Whether to modify the given body |
boolean | is_local_simulation | Required parameter | Whether the drive targets are in world space or local |
float | orientation_strength? | 0 | The strength used to correct orientation error |
float | angular_velocity_strength? | 0 | The strength used to correct angular velocity error |
float | position_strength? | 0 | The strength used to correct linear position error. Only used for non-local simulation |
float | velocity_strength? | 0 | The strength used to correct linear velocity error. Only used for non-local simulation |
float | max_linear_force? | 0 | The max force used to correct linear errors |
float | max_angular_force? | 0 | The max force used to correct angular errors |
SetPunchDamage
Set the Punch Damage this Character will apply on others
my_character:SetPunchDamage(punch_damage)
Type | Parameter | Default | Description |
---|---|---|---|
integer | punch_damage | Required parameter | Default is 15 |
See also GetPunchDamage.
SetRadialDamageToRagdoll
Set the minimum radial damage taken (e.g. explosions) to enter in ragdoll mode.
Setting to -1 will make the Character to do not enter ragdoll mode when getting radial damage
my_character:SetRadialDamageToRagdoll(damage)
Type | Parameter | Default | Description |
---|---|---|---|
integer | damage | Required parameter | Default is 50 |
SetRagdollMode
Sets Character Ragdoll Mode
my_character:SetRagdollMode(ragdoll_enabled)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | ragdoll_enabled | Required parameter | No description provided |
SetSimulatePhysics
Sets the Character Capsule to simulate physics
my_character:SetSimulatePhysics(simulate_physics)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | simulate_physics | Required parameter | No description provided |
SetSpeedMultiplier
Sets all speed multiplier
my_character:SetSpeedMultiplier(speed_multiplier)
Type | Parameter | Default | Description |
---|---|---|---|
float | speed_multiplier | Required parameter | 1 is normal |
See also GetSpeedMultiplier.
SetStanceMode
Sets the Stance Mode
my_character:SetStanceMode(stance_mode)
Type | Parameter | Default | Description |
---|---|---|---|
StanceMode | stance_mode | Required parameter | No description provided |
See also GetStanceMode.
SetTeam
Sets a Team which will disable damaging same Team Members
my_character:SetTeam(team)
Type | Parameter | Default | Description |
---|---|---|---|
integer | team | Required parameter | 0 is neutral and default |
See also GetTeam.
SetViewMode
Sets the View Mode
my_character:SetViewMode(view_mode)
Type | Parameter | Default | Description |
---|---|---|---|
ViewMode | view_mode | Required parameter | No description provided |
See also GetViewMode.
SetWeaponAimMode
Sets the Weapon's Aim Mode
my_character:SetWeaponAimMode(aim_mode)
Type | Parameter | Default | Description |
---|---|---|---|
AimMode | aim_mode | Required parameter | No description provided |
See also GetWeaponAimMode.
UnGrabProp
UnGrabs/Drops the Prop the Character is holding
my_character:UnGrabProp()
🚀 Events
Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
Name | Description | |
---|---|---|
ClassRegister | Triggered when a new Class is registered with the Inheriting System | |
Destroy | Triggered when an Entity is destroyed | |
Spawn | Triggered when an Entity is spawned/created | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() |
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/Actor
Name | Description | |
---|---|---|
DimensionChange | Triggered when an Actor changes it's dimension |
Inherited Damageable Events
Base Damageablescripting-reference/classes/base-classes/Damageable
Name | Description | |
---|---|---|
Death | When Entity Dies | |
HealthChange | When Entity has it's Health changed, or because took damage or manually set through scripting or respawning | |
Respawn | When Entity Respawns | |
TakeDamage | Triggered when this Entity takes damage |
Inherited Pawn Events
Base Pawnscripting-reference/classes/base-classes/Pawn
Name | Description | |
---|---|---|
MoveComplete | Called when AI reaches it's destination, or when it fails | |
Possess | When Character is possessed | |
UnPossess | When Character is unpossessed |
Name | Description | |
---|---|---|
AnimationBeginNotify | When an Animation Montage Notify begins | |
AnimationEndNotify | When an Animation Montage Notify ends | |
Attack | Triggered when the Character effectively attacks with a Melee | |
AttemptEnterVehicle | Triggered when a Character attempts to enter a vehicle | |
AttemptLeaveVehicle | Triggered when this Character attempts to leave a vehicle | |
AttemptReload | Triggered when this Character attempts to reload | |
Drop | When Character drops the currently picked up Pickable | |
EnterVehicle | When Character enters a vehicle | |
FallingModeChange | Called when FallingMode changes | |
Fire | When Character fires a Weapon | |
GaitModeChange | Called when GaitMode changes | |
GrabProp | When Character grabs up a Prop | |
Highlight | When Character highlights/looks at a Prop or a Pickable | |
Interact | Triggered when a Character interacts with a Prop or Pickable | |
LeaveVehicle | When Character leaves a vehicle | |
PickUp | When Character picks up anything | |
PullUse | Triggered when a Character presses the use button for a Pickable (i.e. clicks left mouse button with this equipped) | |
Punch | When Character punches | |
RagdollModeChange | When Character enters or leaves ragdoll | |
ReleaseUse | Triggered when a Character releases the use button for a Pickable (i.e. releases left mouse button with this equipped) | |
Reload | When Character reloads a weapon | |
StanceModeChange | Called when StanceMode changes | |
SwimmingModeChange | Called when Swimming Mode changes | |
UnGrabProp | When Character drops a Prop | |
ViewModeChange | When Character changes it's View Mode | |
WeaponAimModeChange | Called when Weapon Aim Mode changes |
AnimationBeginNotify
When an Animation Montage Notify begins
Character.Subscribe("AnimationBeginNotify", function(self, notify_name)
-- AnimationBeginNotify was called
end)
AnimationEndNotify
When an Animation Montage Notify ends
Character.Subscribe("AnimationEndNotify", function(self, notify_name)
-- AnimationEndNotify was called
end)
Attack
Triggered when the Character effectively attacks with a Melee
Character.Subscribe("Attack", function(self, melee)
-- Attack was called
end)
AttemptEnterVehicle
Triggered when a Character attempts to enter a vehicle
Returnfalse
to prevent it
Character.Subscribe("AttemptEnterVehicle", function(self, vehicle, seat_index)
-- AttemptEnterVehicle was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
Base Vehicle | vehicle | No description provided |
integer | seat_index | No description provided |
See also GetVehicle, EnterVehicle, EnterVehicle.
AttemptLeaveVehicle
Triggered when this Character attempts to leave a vehicle
Returnfalse
to prevent it
Character.Subscribe("AttemptLeaveVehicle", function(self, vehicle)
-- AttemptLeaveVehicle was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
Base Vehicle | vehicle | No description provided |
See also LeaveVehicle, LeaveVehicle.
AttemptReload
Triggered when this Character attempts to reload
Returnfalse
to prevent it
Character.Subscribe("AttemptReload", function(self, weapon)
-- AttemptReload was called
end)
Drop
When Character drops the currently picked up Pickable
Character.Subscribe("Drop", function(self, object, triggered_by_player)
-- Drop was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
Base Pickable | object | No description provided |
boolean | triggered_by_player | No description provided |
EnterVehicle
When Character enters a vehicle
Character.Subscribe("EnterVehicle", function(self, vehicle, seat_index)
-- EnterVehicle was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
Base Vehicle | vehicle | No description provided |
integer | seat_index | No description provided |
See also GetVehicle, EnterVehicle, AttemptEnterVehicle.
FallingModeChange
Called when FallingMode changes
Character.Subscribe("FallingModeChange", function(self, old_state, new_state)
-- FallingModeChange was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
FallingMode | old_state | No description provided |
FallingMode | new_state | No description provided |
Fire
When Character fires a Weapon
Character.Subscribe("Fire", function(self, weapon)
-- Fire was called
end)
GaitModeChange
Called when GaitMode changes
Character.Subscribe("GaitModeChange", function(self, old_state, new_state)
-- GaitModeChange was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
GaitMode | old_state | No description provided |
GaitMode | new_state | No description provided |
GrabProp
When Character grabs up a Prop
Character.Subscribe("GrabProp", function(self, prop)
-- GrabProp was called
end)
Highlight
When Character highlights/looks at a Prop or a Pickable
Character.Subscribe("Highlight", function(self, is_highlighted, object)
-- Highlight was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
boolean | is_highlighted | Whether the object is being highlighted or not |
Prop or Base Pickable | object | No description provided |
Interact
Triggered when a Character interacts with a Prop or Pickable
Returnfalse
to prevent it
Character.Subscribe("Interact", function(self, object)
-- Interact was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
Prop or Base Pickable | object | No description provided |
LeaveVehicle
When Character leaves a vehicle
Character.Subscribe("LeaveVehicle", function(self, vehicle)
-- LeaveVehicle was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
Base Vehicle | vehicle | No description provided |
See also LeaveVehicle, AttemptLeaveVehicle.
PickUp
When Character picks up anything
Character.Subscribe("PickUp", function(self, object)
-- PickUp was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
Base Pickable | object | No description provided |
See also GetPicked.
PullUse
Triggered when a Character presses the use button for a Pickable (i.e. clicks left mouse button with this equipped)
Character.Subscribe("PullUse", function(self, pickable)
-- PullUse was called
end)
Type | Argument | Description |
---|---|---|
Character | self | The Character that used it |
Base Pickable | pickable | The Pickable which has just been used |
Punch
When Character punches
Character.Subscribe("Punch", function(self)
-- Punch was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
RagdollModeChange
When Character enters or leaves ragdoll
Character.Subscribe("RagdollModeChange", function(self, old_state, new_state)
-- RagdollModeChange was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
boolean | old_state | No description provided |
boolean | new_state | No description provided |
ReleaseUse
Triggered when a Character releases the use button for a Pickable (i.e. releases left mouse button with this equipped)
Character.Subscribe("ReleaseUse", function(self, pickable)
-- ReleaseUse was called
end)
Type | Argument | Description |
---|---|---|
Character | self | The Character that stopped using it |
Base Pickable | pickable | The Pickable which has just stopped being used |
Reload
When Character reloads a weapon
Character.Subscribe("Reload", function(self, weapon, ammo_to_reload)
-- Reload was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
Weapon | weapon | No description provided |
integer | ammo_to_reload | No description provided |
StanceModeChange
Called when StanceMode changes
Character.Subscribe("StanceModeChange", function(self, old_state, new_state)
-- StanceModeChange was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
StanceMode | old_state | No description provided |
StanceMode | new_state | No description provided |
SwimmingModeChange
Called when Swimming Mode changes
Character.Subscribe("SwimmingModeChange", function(self, old_state, new_state)
-- SwimmingModeChange was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
SwimmingMode | old_state | No description provided |
SwimmingMode | new_state | No description provided |
UnGrabProp
When Character drops a Prop
Character.Subscribe("UnGrabProp", function(self, prop)
-- UnGrabProp was called
end)
ViewModeChange
When Character changes it's View Mode
Character.Subscribe("ViewModeChange", function(self, old_state, new_state)
-- ViewModeChange was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
ViewMode | old_state | No description provided |
ViewMode | new_state | No description provided |
WeaponAimModeChange
Called when Weapon Aim Mode changes
Character.Subscribe("WeaponAimModeChange", function(self, old_state, new_state)
-- WeaponAimModeChange was called
end)
Type | Argument | Description |
---|---|---|
Character | self | No description provided |
AimMode | old_state | No description provided |
AimMode | new_state | No description provided |
Male & Female Customization
The following items can be used to customize Male & Female (nanos-world::SK_Male
& nanos-world::SK_Female
) default meshes from nanos world.
Morph Targets | Mat. Scalar Params | Mat. Color Params | Mat. Texture Params |
---|---|---|---|
nose1 | BaseColorPower | LipstickTint | Texture |
nose2 | Muscular | BrowsTint | LipstickMask |
brows | Specular | BlushTint | BrowsMask |
mouth | Roughness | EyeShadowTint | BlushMask |
fat | Scatter | UnderwearTint | EyeShadowMask |
nose3 | DetailAmount | HairTint | Normal |
chin | DetailScale | Tint | NormalMuscular |
face | UnderwearRoughness | UnderwearMask | |
nose4 | UnderwearSpecular | SR | |
skinny | HairScatter | HairTexture | |
jaw | HairAlphaPower | HairSpecular | |
brows2 | HairSpecularMultiplier | HairRoughness | |
angry | HairRoughnessMultiplier | HairTangent | |
smirk | HairPixelDepth | ||
smirk2 | |||
smirk3 | |||
smile | |||
nose6 | |||
jaw_forward | |||
lips | |||
lips2 | |||
mouth_wide | |||
eyes1 | |||
eyes2 | |||
eyes3 | |||
eyes4 | |||
eyes_retraction | |||
lips3 | |||
eyes5 | |||
nose7 | |||
forehead | |||
bodyfat |
Character's Skeleton Bone Names
Ugly list I know.
root
pelvis
spine_01
spine_02
spine_03
clavicle_l
upperarm_l
lowerarm_l
hand_l
index_01_l
index_02_l
index_03_l
middle_01_l
middle_02_l
middle_03_l
pinky_01_l
pinky_02_l
pinky_03_l
ring_01_l
ring_02_l
ring_03_l
thumb_01_l
thumb_02_l
thumb_03_l
weapon_l
clavicle_r
upperarm_r
lowerarm_r
hand_r
index_01_r
index_02_r
index_03_r
middle_01_r
middle_02_r
middle_03_r
pinky_01_r
pinky_02_r
pinky_03_r
ring_01_r
ring_02_r
ring_03_r
thumb_01_r
thumb_02_r
thumb_03_r
weapon_r
neck_01
head
lefteye
righteye
leftlidup
leftlidlow
rightlidup
rightlitlow
thigh_l
calf_l
foot_l
ball_l
thigh_r
calf_r
foot_r
ball_r