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Version: bleeding-edge 🩸

⛓️ Cable

A Cable represents a Physics Constraint which joins two Actors with a rope-like visual representation between them.

πŸ’‚Authority
This class can only be spawned on 🟦 Server.
πŸ‘ͺInheritance
This class inherits from Base Actor Base Paintable .

nanos world Cables are composed primarily of two Unreal Engine components: a Cable and a PhysicsConstraint. The first is used for visual purposes only and the second one gives the effective physical effects that are applied to each end of the Cable.

info

Cable visuals can be tweaked with :SetForces(), :SetCableSettings() and :SetRenderingSettings() methods. Those methods don’t have effect on the physics being applied and only have effects on the visual representation.

Cable physics can be tweaked with :SetAngularLimits() and :SetLinearLimits().

After attaching the two sides of your cable, the physics can be tweaked to affect how the constraint will affect the objects.

tip

Cables are automatically destroyed when one of the sides are detached

πŸŽ’ Examples​

Server/Index.lua
local my_cable = Cable(Vector())
local cube_01 = Prop(Vector(100, 100, 100), Rotator(), "nanos-world::SM_Cube")
local cube_02 = Prop(Vector(200, 0, 100), Rotator(), "nanos-world::SM_Cube")

my_cable:AttachStartTo(cube_01)
my_cable:AttachEndTo(cube_02)

πŸ—οΈ Constructor​

local my_cable = Cable(location, enable_visuals?)
TypeNameDefaultDescription
Vector location
boolean enable_visualstrueToggles the cable visuals

πŸ—Ώ Static Functions​

Inherited Actor Static Functions
Base Actorscripting-reference/classes/base-classes/actor
ReturnsNameDescription
table of Base Actor GetAllReturns a table containing all Actors of the class this is called on
Base Actor GetByIndexReturns a specific Actor of this class at an index
number GetCountReturns how many Actors of this class exist
iterator GetPairsReturns an iterator with all Actors of this class to be used with pairs()
This entity doesn't have own static functions.

🦠 Functions​

Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/actor
ReturnsNameDescription
AddImpulseApplies a force in world world to this Actor
AttachToAttaches this Actor to any other Actor, optionally at a specific bone
DestroyDestroys this Actor
DetachDetaches this Actor from AttachedTo Actor
SetCollisionSets this Actor's collision type
SetDimensionSets this Actor's Dimension
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetVisibilitySets whether the actor is visible or not
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetRotationSets this Actor's rotation in the game world
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetScaleSets this Actor's scale
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetValueSets a value in this Actor
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
boolean IsBeingDestroyedReturns true if this Actor is being destroyed
boolean IsVisibleReturns true if this Actor is visible
boolean IsGravityEnabledReturns true if gravity is enabled on this Actor
boolean IsInWaterReturns true if this Actor is in water
boolean IsNetworkDistributedReturns true if this Actor is currently network distributed
boolean IsValidReturns true if this Actor is valid (i.e. wasn't destroyed and points to a valid Actor)
table of Base Actor GetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
table GetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
number GetIDGets the universal network ID of this Actor (same on both client and server)
Vector GetLocationGets this Actor's location in the game world
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
Rotator GetRotationGets this Actor's angle in the game world
Vector GetForceGets this Actor's force (set by SetForce())
number GetDimensionGets this Actor's dimension
boolean HasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
boolean HasAuthorityGets if this Actor was spawned by the client side
Vector GetScaleGets this Actor's scale
string GetTypeGets the type of this Actor
any GetValueGets a value stored on this Actor at the given key. Please refer to Entity Values for more information
Vector GetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of string GetActorTagsGets all Unreal Actor Tags on this Actor
boolean WasRecentlyRenderedGets if this Actor was recently rendered on screen
number GetDistanceFromCameraGets the distance of this Actor from the Camera
number GetScreenPercentageGets the percentage of this Actor size in the screen
function SubscribeSubscribes to an Event
UnsubscribeUnsubscribes all callbacks from this Event in this Actor within this Package, or only the callback passed
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/paintable
ReturnsNameDescription
SetMaterialSets the material at the specified index of this Actor
SetMaterialFromCanvasSets the material at the specified index of this Actor to a Canvas object
SetMaterialFromSceneCaptureSets the material at the specified index of this Actor to a SceneCapture object
SetMaterialFromWebUISets the material at the specified index of this Actor to a WebUI object
ResetMaterialResets the material from the specified index to the original one
SetMaterialColorParameterSets a Color parameter in this Actor's material
SetMaterialScalarParameterSets a Scalar parameter in this Actor's material
SetMaterialTextureParameterSets a texture parameter in this Actor's material to an image on disk
SetMaterialVectorParameterSets a Vector parameter in this Actor's material
SetPhysicalMaterialOverrides this Actor's Physical Material with a new one
ReturnsNameDescription
AttachStartToAttached the beginning of this cable to another Actor at a specific bone or relative location
AttachEndToAttached the end of this cable to another Actor at a specific bone or relative location
DetachEndDetaches the End of this Cable
DetachStartDetaches the Start of this Cable
SetCableSettingsSet the overall settings for this cable (visuals only)
SetForcesSet the forces the cable has applied (visuals only)
SetAngularLimitsSets the Physics Angular Limits of this cable
SetLinearLimitsSets the Physics Linear Limits of this cable
SetRenderingSettingsSet the rendering settings of this cable (visuals only)
Base Actor GetAttachedStartToGets the Actor attached to Start
Base Actor GetAttachedEndToGets the Actor attached to End

AttachStartTo​

Attached the beginning of this cable to another Actor at a specific bone or relative location
my_cable:AttachStartTo(other, relative_location?, bone_name?)
TypeParameterDefaultDescription
Base Actor other
Vector relative_location?Vector(0, 0, 0)
string bone_name?

AttachEndTo​

Attached the end of this cable to another Actor at a specific bone or relative location
my_cable:AttachEndTo(other, relative_location?, bone_name?)
TypeParameterDefaultDescription
Base Actor other
Vector relative_location?Vector(0, 0, 0)
string bone_name?

DetachEnd​

Detaches the End of this Cable
my_cable:DetachEnd()

DetachStart​

Detaches the Start of this Cable
my_cable:DetachStart()

SetCableSettings​

Set the overall settings for this cable (visuals only)
my_cable:SetCableSettings(length, num_segments, solver_iterations)
TypeParameterDefaultDescription
number lengthRest length of the cable. Default is 100
number num_segmentsHow many segments the cable has. Default is 10
number solver_iterationsThe number of solver iterations controls how 'stiff' the cable is. Default is 0

SetForces​

Set the forces the cable has applied (visuals only)
my_cable:SetForces(force, gravity_scale?)
TypeParameterDefaultDescription
Vector forceForce vector (world space) applied to all particles in cable. Default is Vector(0, 0, 0)
number gravity_scale?1Scaling applied to world gravity affecting this cable. Default is 1

SetAngularLimits​

Sets the Physics Angular Limits of this cable
my_cable:SetAngularLimits(swing_1_motion, swing_2_motion, twist_motion, swing_1_limit?, swing_2_limit?, twist_limit?)
TypeParameterDefaultDescription
ConstraintMotionswing_1_motionIndicates whether the Swing1 limit is used
ConstraintMotionswing_2_motionIndicates whether the Swing2 limit is used
ConstraintMotiontwist_motionIndicates whether the Twist limit is used
number swing_1_limit?0Angle of movement along the XY plane. This defines the first symmetric angle of the cone
number swing_2_limit?0Angle of movement along the XZ plane. This defines the second symmetric angle of the cone
number twist_limit?0Symmetric angle of roll along the X-axis

SetLinearLimits​

Sets the Physics Linear Limits of this cable. If use_soft_constraint is enabled, then stiffness and damping will be used, otherwise restitution will be used.
my_cable:SetLinearLimits(x_motion, y_motion, z_motion, limit?, restitution?, use_soft_constraint?, stiffness?, damping?)
TypeParameterDefaultDescription
ConstraintMotionx_motionIndicates the linear constraint applied along the X-axis. Free implies no constraint at all. Locked implies no movement along X is allowed. Limited implies the distance in the joint along all active axes must be less than the Distance provided
ConstraintMotiony_motionIndicates the linear constraint applied along the Y-axis. Free implies no constraint at all. Locked implies no movement along Y is allowed. Limited implies the distance in the joint along all active axes must be less than the Distance provided
ConstraintMotionz_motionIndicates the linear constraint applied along theZX-axis. Free implies no constraint at all. Locked implies no movement along Z is allowed. Limited implies the distance in the joint along all active axes must be less than the Distance provided
number limit?0The distance allowed between between the two joint reference frames. Distance applies on all axes enabled (one axis means line, two axes implies circle, three axes implies sphere)
number restitution?0Controls the amount of bounce when the constraint is violated. A restitution value of 1 will bounce back with the same velocity the limit was hit. A value of 0 will stop dead
boolean use_soft_constraint?falseWhether we want to use a soft constraint (spring)
number stiffness?0Stiffness of the soft constraint. Only used when Soft Constraint is on
number damping?0Damping of the soft constraint. Only used when Soft Constraint is on

SetRenderingSettings​

Set the rendering settings of this cable (visuals only)
my_cable:SetRenderingSettings(width, num_sides, tile_material)
TypeParameterDefaultDescription
number widthHow wide the cable geometry is. Default is 6
number num_sidesNumber of sides of the cable geometry. Default is 4
number tile_materialHow many times to repeat the material along the length of the cable. Default is 1

GetAttachedStartTo​

Gets the Actor attached to Start

Returns Base Actor (the Actor or nil)
local ret = my_cable:GetAttachedStartTo()

GetAttachedEndTo​

Gets the Actor attached to End

Returns Base Actor (the Actor or nil)
local ret = my_cable:GetAttachedEndTo()

πŸš€ Events​

Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
NameDescription
DestroyTriggered when an Actor is destroyed
DimensionChangeTriggered when an Actor changes it's dimension
SpawnTriggered when an Actor is spawned/created
ValueChangeTriggered when an Actor has a value changed with :SetValue()
This entity doesn't have own events.