🧑 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.
💂Authority
This class can only be spawned on 🟦 Server.
👪Inheritance
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
Server/Index.lua
-- 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-propNametagsgetting-started/tutorials-and-examples/name-tagsCharacter Meshes Guideassets-modding/creating-assets/skeletal-meshes/characters-meshes🛠 Constructors
Default Constructor
local my_character = Character(location, rotation, skeletal_mesh, collision_type?, gravity_enabled?, max_health?, death_sound?, pain_sound?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | ||
Rotator | rotation | ||
SkeletalMesh Reference | skeletal_mesh | ||
CollisionType | collision_type | CollisionType.Normal | |
boolean | gravity_enabled | true | |
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 |
![]() | iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() |
![]() | table | Inherit | Inherits this class with the Inheriting System |
![]() | table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System |
![]() | table or nil | GetParentClass | Gets the parent class if this Class was created 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 | |
---|---|---|---|
![]() | integer | GetID | Gets the universal network ID of this Entity (same on both client and server) |
![]() | table | GetClass | Gets the class of this entity |
![]() | boolean | IsA | Recursively checks if this entity is inherited from a Class |
![]() | 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 | |
![]() | SetValue | Sets a Value in this Entity | |
![]() | any | GetValue | Gets a Value stored on this Entity at the given key |
Destroy | Destroys this Entity | ||
![]() | boolean | IsValid | Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity) |
CallRemoteEvent | Calls a custom remote event directly on this entity to a specific Player | ||
CallRemoteEvent | Calls a custom remote event directly on this entity | ||
BroadcastRemoteEvent | Calls a custom remote event directly on this entity to all Players |
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/actor
Returns | Name | Description | |
---|---|---|---|
![]() | 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 | ||
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 | ||
![]() | SetVisibility | Sets whether the actor is visible or not | |
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline 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 | ||
SetRotation | Sets this Actor's rotation in the game world | ||
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) | ||
SetScale | Sets this Actor's scale | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority betwen players | ||
![]() | TranslateTo | Smoothly moves this actor to a location over a certain time | |
![]() | RotateTo | Smoothly rotates this actor to an angle over a certain time | |
![]() | boolean | IsBeingDestroyed | Returns true if this Actor is being destroyed |
![]() | boolean | IsVisible | Returns true if this Actor is visible |
![]() | 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 |
![]() | 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 |
![]() | Vector | GetLocation | Gets this Actor's location in the game world |
![]() | Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached |
Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
![]() | Rotator | GetRotation | Gets this Actor's angle in the game world |
![]() | Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached |
![]() | Vector | GetForce | Gets this Actor's force (set by SetForce() ) |
![]() | integer | GetDimension | Gets this Actor's dimension |
boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
![]() | Vector | GetScale | Gets this Actor's scale |
![]() | Vector | GetVelocity | Gets this Actor's current velocity |
AddActorTag | Adds an Unreal Actor Tag to this Actor | ||
RemoveActorTag | Removes an Unreal Actor Tag from this Actor | ||
table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen | |
float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
float | GetScreenPercentage | Gets the percentage of this Actor size in the screen |
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/paintable
Returns | Name | Description | |
---|---|---|---|
![]() | SetMaterial | Sets the material at the specified index of this Actor | |
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 | ||
![]() | ResetMaterial | Resets the material from the specified index to the original one | |
![]() | SetMaterialColorParameter | Sets a Color parameter in this Actor's material | |
![]() | 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 |
Returns | Name | Description | |
---|---|---|---|
integer | ApplyDamage | Do damage to a character | |
![]() | AddSkeletalMeshAttached | Spawns and Attaches a SkeletalMesh into this Character | |
![]() | AddStaticMeshAttached | Spawns and Attaches a StaticMesh into this Character | |
Drop | Drops any Pickable the Character is holding | ||
EnterVehicle | Enters the Vehicle at Seat (0 - Driver) | ||
GrabProp | Gives a Prop to the Character | ||
![]() | HideBone | Hides a bone of this Character | |
![]() | UnHideBone | UnHide a bone of this Character | |
![]() | boolean | IsBoneHidden | Gets if a bone is hidden |
Jump | Triggers this Character to jump | ||
LeaveVehicle | Leaves the current Vehicle | ||
LookAt | AI: Tries to make this Character to look at Location | ||
MoveTo | AI: Makes this Character to walk to the Location | ||
Follow | AI: Makes this Character to follow another actor | ||
StopMovement | AI: Stops the movement | ||
PickUp | Gives a Melee/Grenade/Weapon (Pickable) to the Character | ||
PlayAnimation | Plays an Animation Montage on this character | ||
StopAnimation | Stops an Animation Montage on this character | ||
![]() | RemoveSkeletalMeshAttached | Removes, if existing, a SkeletalMesh from this Character given it's custom ID | |
![]() | RemoveStaticMeshAttached | Removes, if existing, a StaticMesh from this Character given it's custom ID | |
![]() | RemoveAllStaticMeshesAttached | Removes all StaticMeshes attached | |
![]() | RemoveAllSkeletalMeshesAttached | Removes all SkeletalMeshes attached | |
Respawn | Respawns the Character, fullying it's Health and moving it to it's Initial Location | ||
SetAnimationIdleWalkRunStanding | Sets the Blend Space (2D) Animation for Standing | ||
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 | ||
SetAnimationsTransitionStandingCrouching | Sets the Transition Animation between Standing and Crouching | ||
SetAnimationsTransitionCrouchingProning | Sets the Transition Animation between Crouching and Proning | ||
SetAccelerationSettings | Sets the Movement Max Acceleration of this Character | ||
SetBrakingSettings | Sets the Movement Braking Settings of this Character | ||
SetCameraMode | Sets the Camera Mode | ||
SetCameraOffset | Sets the Camera Offset (only affects TPS) | ||
SetCanCrouch | Sets if this Character is allowed to Crouch and to Prone | ||
SetCanAim | Sets if this Character is allowed to Aim | ||
SetCanDrop | Sets if this Character is allowed to Drop the Picked up item | ||
SetCanJump | Sets if this Character is allowed to Jump | ||
SetCanDive | Sets if this Character is allowed to Dive | ||
SetCanSprint | Sets if this Character is allowed to Sprint | ||
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 | ||
SetCanDeployParachute | Sets if this Character is allowed to deploy the Parachute | ||
SetCapsuleSize | Sets this Character's Capsule size | ||
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 | ||
SetFOVMultiplier | Sets the Field of View multiplier | ||
SetHighFallingTime | Sets time to transition to HighFalling state | ||
SetGaitMode | Sets the Gait Mode | ||
SetGravityScale | Changes the Gravity Scale | ||
SetHealth | Sets the Health of this Character | ||
SetImpactDamageTaken | Set the Impact Damage taken when being roamed by things | ||
SetInvulnerable | Sets if the Character can receive any damage | ||
SetJumpZVelocity | Sets the velocity of the jump | ||
SetMaxHealth | Sets the MaxHealth of this Character | ||
SetMesh | Changes the Character Mesh on the fly | ||
![]() | SetMorphTarget | Set Morph Target with Name and Value | |
![]() | float | GetMorphTarget | Returns the value of a Morph Target |
![]() | ClearMorphTargets | Clear all Morph Target that are set to this Mesh | |
table of string | GetAllMorphTargetNames | Returns a table with all morph targets available | |
![]() | SetPhysicalAnimationSettings | Applies the physical animation settings to the body given | |
![]() | ResetPhysicalAnimationSettings | Resets all Physical Animation settings | |
SetInputEnabled | Enables/Disables Character's Input | ||
SetParachuteTexture | Changes the Parachute Texture | ||
SetPainSound | Changes the Pain sound when Character takes damage | ||
SetPunchDamage | Set the Punch Damage this Character will apply on others | ||
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 | ||
![]() | boolean | IsInRagdollMode | Gets if Character is in ragdoll mode |
![]() | boolean | IsInvulnerable | Gets if is invulnerable |
![]() | boolean | IsMovementEnabled | Gets if has movement enabled |
![]() | CameraMode | GetCameraMode | Gets the camera mode |
![]() | boolean | GetCanDrop | Gets if can drop |
![]() | boolean | GetCanPunch | Gets if can punch |
![]() | boolean | GetCanAim | Gets if can aim |
![]() | boolean | GetCanCrouch | Gets if can crouch |
![]() | boolean | GetCanSprint | Gets if can sprint |
![]() | boolean | GetCanGrabProps | Gets if can grab props |
![]() | boolean | GetCanPickupPickables | Gets if can pickup Pickables (Weapons, Melee, Grenade...) |
![]() | table | GetCapsuleSize | Gets the Capsule Size |
table | GetBoneTransform | Gets a Bone Transform in world space given a bone name | |
![]() | Rotator | GetControlRotation | Gets the Control Rotation |
![]() | 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 | GetHealth | Gets the current health |
![]() | integer | GetImpactDamageTaken | Gets the impact damage taken |
![]() | integer | GetJumpZVelocity | Gets the Jump Z Velocity |
![]() | integer | GetMaxHealth | Gets the Max Health |
![]() | SkeletalMesh Reference | GetMesh | Gets the Skeletal Mesh Asset |
![]() | Vector | GetMovingTo | Gets the Moving To location |
![]() | Base Pickable or nil | GetPicked | Gets the Pickable if picking up |
![]() | Player or nil | GetPlayer | Gets the possessing Player |
![]() | 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 |
![]() | Vehicle or nil | GetVehicle | Gets the entered Vehicle |
![]() | ViewMode | GetViewMode | Gets the View Mode |
![]() | AimMode | GetWeaponAimMode | Gets the Weapon Aim Mode |

ApplyDamage
Do damage to a character, will trigger all related events and apply modified damage based on bone. Also will apply impulse if it's a heavy explosion
Returns integer (the damage applied)
local ret = my_character:ApplyDamage(damage, bone_name?, damage_type?, from_direction?, instigator?, causer?)
Type | Parameter | Default | Description |
---|---|---|---|
integer | damage | ||
string | bone_name? |
| |
DamageType | damage_type? | DamageType.Shot | |
Vector | from_direction? | Vector(0, 0, 0) | |
Player | instigator? | nil | The player which caused the damage |
any | causer? | nil | The object which caused the damage |

AddSkeletalMeshAttached
Spawns and Attaches a SkeletalMesh into this Character, the SkeletalMesh must have the same Skeletal used by the Character Mesh, and will follow all animations from it. Uses a custom ID to be used for removing it further.
For customizing the Materials specific of a SkeletalMeshAttached, please use the following syntax in the Paintable methods:attachable///[ATTACHABLE_ID]/[PARAMETER_NAME]
, where [ATTACHABLE_ID] is the ID of the Attachable, and [PARAMETER_NAME] is the name of the parameter you want to change.
my_character:AddSkeletalMeshAttached(id, skeletal_mesh_asset?)
Type | Parameter | Default | Description |
---|---|---|---|
string | id | Used further for removing or applying material settings on it | |
SkeletalMesh Reference | skeletal_mesh_asset? |
|

AddStaticMeshAttached
Spawns and Attaches a StaticMesh into this Character in a Socket with relative Location and Rotation. Uses a custom ID to be used for removing it further
For customizing the Materials specific of a StaticMeshAttached, please use the following syntax as theparameter_name
in the Paintable methods:attachable///[ATTACHABLE_ID]/[PARAMETER_NAME]
, where [ATTACHABLE_ID] is the ID of the Attachable, and [PARAMETER_NAME] is the name of the parameter you want to change.
my_character:AddStaticMeshAttached(id, static_mesh_asset?, socket?, relative_location?, relative_rotation?)
Type | Parameter | Default | Description |
---|---|---|---|
string | id | Used further for removing or applying material settings on it | |
StaticMesh Reference | static_mesh_asset? |
| |
string | socket? |
| |
Vector | relative_location? | Vector(0, 0, 0) | |
Rotator | relative_rotation? | Rotator(0, 0, 0) |

Drop
Drops any Pickable the Character is holding
my_character:Drop()

EnterVehicle
Enters the Vehicle at Seat (0 - Driver)
my_character:EnterVehicle(vehicle, seat?)

GrabProp
Gives a Prop to the Character
my_character:GrabProp(prop)
Type | Parameter | Default | Description |
---|---|---|---|
Prop | prop |

HideBone
Hides a bone of this Character.
Check Bone Names List
my_character:HideBone(bone_name?)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name? |
| Bone to hide |

UnHideBone
UnHide a bone of this Character.
Check Bone Names List
my_character:UnHideBone(bone_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name | Bone to unhide |

IsBoneHidden
Gets if a bone is hidden
Returns boolean (if the bone is hidden)
local ret = my_character:IsBoneHidden(bone_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name | Bone to check |

Jump
Triggers this Character to jump
my_character:Jump()

LeaveVehicle
Leaves the current Vehicle
my_character:LeaveVehicle()

LookAt
AI: Tries to make this Character to look at Location
my_character:LookAt(location)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | location | World location to look |

MoveTo
AI: Makes this Character to walk to the Location
Triggers event MoveCompleted
my_character:MoveTo(location, acceptance_radius?)

Follow
AI: Makes this Character to follow another actor
Triggers event MoveCompleted
my_character:Follow(actor, acceptance_radius?, stop_on_succeed?, stop_on_fail?, update_rate?)
Type | Parameter | Default | Description |
---|---|---|---|
Base Actor | actor | Actor to follow | |
float | acceptance_radius? | 50 | Radius to consider success |
boolean | stop_on_succeed? | false | Whether to stop when reaching the target |
boolean | stop_on_fail? | false | Whether to stop when failed to reach the target |
float | update_rate? | 0.25 | How often to recalculate the AI path |

StopMovement
AI: Stops the movement
Triggers event [MoveCompleted](character#movecompleted)
my_character:StopMovement()

PickUp
Gives a Melee/Grenade/Weapon (Pickable) to the Character
my_character:PickUp(pickable)
Type | Parameter | Default | Description |
---|---|---|---|
Base Pickable | pickable |

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 | ||
AnimationSlotType | slot_type? | AnimationSlotType.FullBody | |
boolean | loop_indefinitely? | false | |
float | blend_in_time? | 0.25 | |
float | blend_out_time? | 0.25 | |
float | play_rate? | 1.0 | |
boolean | stop_all_montages? | false | Stops all running Montages from the same Group |

StopAnimation
Stops an Animation Montage on this character
my_character:StopAnimation(animation_asset)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_asset |

RemoveSkeletalMeshAttached
Removes, if existing, a SkeletalMesh from this Character given it's custom ID
my_character:RemoveSkeletalMeshAttached(id)
Type | Parameter | Default | Description |
---|---|---|---|
string | id |

RemoveStaticMeshAttached
Removes, if existing, a StaticMesh from this Character given it's custom ID
my_character:RemoveStaticMeshAttached(id)
Type | Parameter | Default | Description |
---|---|---|---|
string | id |

RemoveAllStaticMeshesAttached
Removes all StaticMeshes attached
my_character:RemoveAllStaticMeshesAttached()

RemoveAllSkeletalMeshesAttached
Removes all SkeletalMeshes attached
my_character:RemoveAllSkeletalMeshesAttached()

Respawn
Respawns the Character, fullying it's Health and moving it to it's Initial Location
my_character:Respawn(location?, rotation?)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | location? | initial location | If not passed will use the initial location passed when the Character spawned |
Rotator | rotation? | Rotator(0, 0, 0) |

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?)

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?)

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 | blend_space_path |

SetAnimationsTransitionStandingCrouching
Sets the Transition Animation between Standing and Crouching
my_character:SetAnimationsTransitionStandingCrouching(standing_to_crouching, crouching_to_standing)

SetAnimationsTransitionCrouchingProning
Sets the Transition Animation between Crouching and Proning
my_character:SetAnimationsTransitionCrouchingProning(crouching_to_proning, pronng_to_crouching)

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 | |
integer | parachuting? | 512 | |
integer | skydiving? | 768 | |
integer | falling? | 128 | |
integer | swimming? | 256 | |
integer | swimming_surface? | 256 | |
integer | flying? | 1024 |

SetBrakingSettings
Sets the Movement Braking Settings of this Character
my_character:SetBrakingSettings(ground_friction?, braking_friction_factor?, braking_walking?, braking_flying?, braking_swimming?, braking_falling?)
Type | Parameter | Default | Description |
---|---|---|---|
float | ground_friction? | 2 | |
float | braking_friction_factor? | 2 | |
integer | braking_walking? | 96 | |
integer | braking_flying? | 3000 | |
integer | braking_swimming? | 10 | |
integer | braking_falling? | 0 |

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 |

SetCameraOffset
Sets the Camera Offset (only affects TPS)
my_character:SetCameraOffset(camera_offset)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | camera_offset |

SetCanCrouch
Sets if this Character is allowed to Crouch and to Prone
my_character:SetCanCrouch(can_crouch)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_crouch |

SetCanAim
Sets if this Character is allowed to Aim
my_character:SetCanAim(can_aim)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_aim |

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 |

SetCanJump
Sets if this Character is allowed to Jump
my_character:SetCanJump(can_jump)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_jump |

SetCanDive
Sets if this Character is allowed to Dive
my_character:SetCanDive(can_dive)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_dive |

SetCanSprint
Sets if this Character is allowed to Sprint
my_character:SetCanSprint(can_sprint)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_sprint |

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 |

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 |

SetCanPunch
Sets if this Character is allowed to Punch
my_character:SetCanPunch(can_punch)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_punch |

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 |

SetCapsuleSize
Sets this Character's Capsule size (will affect Camera location and Character's collision)
my_character:SetCapsuleSize(radius, half_height)

SetDamageMultiplier
Changes how much damage this character takes on specific bones
my_character:SetDamageMultiplier(bone_name, multiplier)

SetDeathSound
Changes the Death sound when Character dies
my_character:SetDeathSound(sound_asset)
Type | Parameter | Default | Description |
---|---|---|---|
string | sound_asset |

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 | Default is 10 |

SetFlyingMode
Sets the Flying Mode
my_character:SetFlyingMode(flying_mode)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | flying_mode |

SetFOVMultiplier
Sets the Field of View multiplier
my_character:SetFOVMultiplier(multiplier)
Type | Parameter | Default | Description |
---|---|---|---|
float | multiplier |

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 | Default is 1 second |

SetGaitMode
Sets the Gait Mode
my_character:SetGaitMode(mode)
Type | Parameter | Default | Description |
---|---|---|---|
GaitMode | mode |

SetGravityScale
Changes the Gravity Scale of this Character (can be negative)
my_character:SetGravityScale(scale)
Type | Parameter | Default | Description |
---|---|---|---|
float | scale |

SetHealth
Sets the Health of this Character. You can only call it on alive characters (call Respawn first)
my_character:SetHealth(new_health)
Type | Parameter | Default | Description |
---|---|---|---|
integer | new_health |

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(damage)
Type | Parameter | Default | Description |
---|---|---|---|
integer | damage | Default is 10 |

SetInvulnerable
Sets if the Character can receive any damage
my_character:SetInvulnerable(is_invulnerable)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | is_invulnerable |

SetJumpZVelocity
Sets the velocity of the jump
my_character:SetJumpZVelocity(velocity)
Type | Parameter | Default | Description |
---|---|---|---|
integer | velocity | Default is 450 |

SetMaxHealth
Sets the MaxHealth of this Character
my_character:SetMaxHealth(new_max_health)
Type | Parameter | Default | Description |
---|---|---|---|
integer | new_max_health |

SetMesh
Changes the Character Mesh on the fly
my_character:SetMesh(skeletal_mesh_asset)
Type | Parameter | Default | Description |
---|---|---|---|
SkeletalMesh Reference | skeletal_mesh_asset |

SetMorphTarget
Set Morph Target with Name and Value
my_character:SetMorphTarget(name, value)

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 | Morph Target Name |

ClearMorphTargets
Clear all Morph Target that are set to this Mesh
my_character:ClearMorphTargets()

GetAllMorphTargetNames
Returns a table with all morph targets available
Returns table of string (table with all morph targets available)
local ret = my_character:GetAllMorphTargetNames()

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 | The body we will be driving | |
boolean | include_self | Whether to modify the given body | |
boolean | is_local_simulation | 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 |

ResetPhysicalAnimationSettings
Resets all Physical Animation settings
my_character:ResetPhysicalAnimationSettings()

SetInputEnabled
Enables/Disables Character's Input
my_character:SetInputEnabled(is_enabled)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | is_enabled |

SetParachuteTexture
Changes the Parachute Texture
my_character:SetParachuteTexture(texture)
Type | Parameter | Default | Description |
---|---|---|---|
Image Path | texture |

SetPainSound
Changes the Pain sound when Character takes damage
my_character:SetPainSound(sound_asset)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_asset |

SetPunchDamage
Set the Punch Damage this Character will apply on others
my_character:SetPunchDamage(damage)
Type | Parameter | Default | Description |
---|---|---|---|
integer | damage | Default is 15 |

SetRagdollMode
Sets Character Ragdoll Mode
my_character:SetRagdollMode(ragdoll_enabled)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | ragdoll_enabled |

SetSimulatePhysics
Sets the Character Capsule to simulate physics
my_character:SetSimulatePhysics(simulate_physics)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | simulate_physics |

SetSpeedMultiplier
Sets all speed multiplier
my_character:SetSpeedMultiplier(multiplier)
Type | Parameter | Default | Description |
---|---|---|---|
float | multiplier | 1 is normal |

SetStanceMode
Sets the Stance Mode
my_character:SetStanceMode(mode)
Type | Parameter | Default | Description |
---|---|---|---|
StanceMode | mode |

SetTeam
Sets a Team which will disable damaging same Team Members
my_character:SetTeam(team)
Type | Parameter | Default | Description |
---|---|---|---|
integer | team | 0 is neutral and default |

SetViewMode
Sets the View Mode
my_character:SetViewMode(view_mode)
Type | Parameter | Default | Description |
---|---|---|---|
ViewMode | view_mode |

SetWeaponAimMode
Sets the Weapon's Aim Mode
my_character:SetWeaponAimMode(aim_mode)
Type | Parameter | Default | Description |
---|---|---|---|
AimMode | aim_mode |

UnGrabProp
UnGrabs/Drops the Prop the Character is holding
my_character:UnGrabProp()

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()

IsMovementEnabled
Gets if has movement enabled
Returns boolean
local ret = my_character:IsMovementEnabled()

GetCameraMode
Gets the camera mode
Returns CameraMode
local ret = my_character:GetCameraMode()

GetCanDrop
Gets if can drop
Returns boolean
local ret = my_character:GetCanDrop()

GetCanPunch
Gets if can punch
Returns boolean
local ret = my_character:GetCanPunch()

GetCanAim
Gets if can aim
Returns boolean
local ret = my_character:GetCanAim()

GetCanCrouch
Gets if can crouch
Returns boolean
local ret = my_character:GetCanCrouch()

GetCanSprint
Gets if can sprint
Returns boolean
local ret = my_character:GetCanSprint()

GetCanGrabProps
Gets if can grab props
Returns boolean
local ret = my_character:GetCanGrabProps()

GetCanPickupPickables
Gets if can pickup Pickables (Weapons, Melee, Grenade...)
Returns boolean
local ret = my_character:GetCanPickupPickables()

GetCapsuleSize
Gets the Capsule Size
Returns table (in the format{ Radius: integer, HalfHeight: integer }
)
local ret = my_character:GetCapsuleSize()

GetBoneTransform
Gets a Bone Transform in world space given a bone name
Returns table (in the format{ Location: Vector, Rotation: Rotator }
)
local ret = my_character:GetBoneTransform(bone_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name |

GetControlRotation
Gets the Control Rotation
Returns Rotator
local ret = my_character:GetControlRotation()

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 |

GetFallDamageTaken
Gets the Fall Damage
Returns integer
local ret = my_character:GetFallDamageTaken()

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()

GetGaitMode
Gets the GaitMode
Returns GaitMode
local ret = my_character:GetGaitMode()

GetGrabbedProp
Gets the Grabbed Prop
Returns Prop or nil
local ret = my_character:GetGrabbedProp()

GetGravityScale
Gets the gravity scale
Returns float
local ret = my_character:GetGravityScale()

GetHealth
Gets the current health
Returns integer
local ret = my_character:GetHealth()

GetImpactDamageTaken
Gets the impact damage taken
Returns integer
local ret = my_character:GetImpactDamageTaken()

GetJumpZVelocity
Gets the Jump Z Velocity
Returns integer
local ret = my_character:GetJumpZVelocity()

GetMaxHealth
Gets the Max Health
Returns integer
local ret = my_character:GetMaxHealth()

GetMesh
Gets the Skeletal Mesh Asset
Returns SkeletalMesh Reference
local ret = my_character:GetMesh()

GetMovingTo
Gets the Moving To location
Returns Vector (the moving to location or Vector(0, 0, 0) if not moving)
local ret = my_character:GetMovingTo()

GetPicked
Gets the Pickable if picking up
Returns Base Pickable or nil
local ret = my_character:GetPicked()

GetPlayer
Gets the possessing Player
Returns Player or nil
local ret = my_character:GetPlayer()

GetPunchDamage
Gets the punch damage
Returns integer
local ret = my_character:GetPunchDamage()

GetSpeedMultiplier
Gets the speed multiplier
Returns float
local ret = my_character:GetSpeedMultiplier()

GetStanceMode
Gets the Stance Mode
Returns StanceMode
local ret = my_character:GetStanceMode()

GetSwimmingMode
Gets the Swimming Mode
Returns SwimmingMode
local ret = my_character:GetSwimmingMode()

GetTeam
Gets the Team
Returns integer
local ret = my_character:GetTeam()

GetVehicle
Gets the entered Vehicle
Returns Vehicle or nil
local ret = my_character:GetVehicle()

GetViewMode
Gets the View Mode
Returns ViewMode
local ret = my_character:GetViewMode()

GetWeaponAimMode
Gets the Weapon Aim Mode
Returns AimMode
local ret = my_character:GetWeaponAimMode()
🚀 Events
Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
Name | Description | |
---|---|---|
![]() | Spawn | Triggered when an Entity is spawned/created |
![]() | Destroy | Triggered when an Entity is destroyed |
![]() | ValueChange | Triggered when an Entity has a value changed with :SetValue() |
![]() | ClassRegister | Triggered when a new Class is registered with the Inheriting System |
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
Name | Description | |
---|---|---|
DimensionChange | Triggered when an Actor changes it's dimension |
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 |
![]() | Death | When Character Dies |
![]() | Drop | When Character drops the currently picked up Pickable |
![]() | EnterVehicle | When Character enters a vehicle |
AttemptEnterVehicle | Triggered when a Character attempts to enter 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 |
![]() | HealthChange | When Character has it's Health changed, or because took damage or manually set through scripting or respawning |
![]() | 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 |
AttemptLeaveVehicle | Triggered when this Character attempts to leave a vehicle | |
![]() | MoveComplete | Called when AI reaches it's destination, or when it fails |
![]() | PickUp | When Character picks up anything |
![]() | Possess | When Character is possessed |
![]() | Punch | When Character punches |
![]() | RagdollModeChange | When Character enters or leaves ragdoll |
![]() | AttemptReload | Triggered when this Character attempts to reload |
![]() | Reload | When Character reloads a weapon |
![]() | Respawn | When Character Respawns |
![]() | StanceModeChange | Called when StanceMode changes |
![]() | SwimmingModeChange | Called when Swimming Mode changes |
![]() | TakeDamage | Triggered when this Character takes damage |
![]() | UnGrabProp | When Character drops a Prop |
![]() | UnPossess | When Character is unpossessed |
![]() | ViewModeChange | When Character changes it's View Mode |
![]() | WeaponAimModeChange | Called when Weapon Aim Mode changes |
![]() | PullUse | Triggered when a Character presses the use button for a Pickable (i.e. clicks left mouse button with this equipped) |
![]() | ReleaseUse | Triggered when a Character releases the use button for a Pickable (i.e. releases left mouse button with this equipped) |

AnimationBeginNotify
When an Animation Montage Notify begins
Character.Subscribe("AnimationBeginNotify", function(self, notify_name)
end)

AnimationEndNotify
When an Animation Montage Notify ends
Character.Subscribe("AnimationEndNotify", function(self, notify_name)
end)

Attack
Triggered when the Character effectively attacks with a Melee
Character.Subscribe("Attack", function(self, melee)
end)

Death
When Character Dies
Character.Subscribe("Death", function(self, last_damage_taken, last_bone_damaged, damage_type_reason, hit_from_direction, instigator, causer)
end)
Type | Argument | Description |
---|---|---|
Character | self | |
integer | last_damage_taken | |
string | last_bone_damaged | |
DamageType | damage_type_reason | |
Vector | hit_from_direction | |
Player or nil | instigator | |
Base Actor or nil | causer | The object which caused the damage |

Drop
When Character drops the currently picked up Pickable
Character.Subscribe("Drop", function(self, object, triggered_by_player)
end)
Type | Argument | Description |
---|---|---|
Character | self | |
Base Pickable | object | |
boolean | triggered_by_player |

EnterVehicle
When Character enters a vehicle
Character.Subscribe("EnterVehicle", function(self, vehicle, seat_index)
end)

AttemptEnterVehicle
Triggered when a Character attempts to enter a vehicle
Returnfalse
to prevent it
Character.Subscribe("AttemptEnterVehicle", function(self, vehicle, seat_index)
end)

FallingModeChange
Called when FallingMode changes
Character.Subscribe("FallingModeChange", function(self, old_state, new_state)
end)
Type | Argument | Description |
---|---|---|
Character | self | |
FallingMode | old_state | |
FallingMode | new_state |

Fire
When Character fires a Weapon
Character.Subscribe("Fire", function(self, weapon)
end)

GaitModeChange
Called when GaitMode changes
Character.Subscribe("GaitModeChange", function(self, old_state, new_state)
end)

GrabProp
When Character grabs up a Prop
Character.Subscribe("GrabProp", function(self, prop)
end)

HealthChange
When Character has it's Health changed, or because took damage or manually set through scripting or respawning
Character.Subscribe("HealthChange", function(self, old_health, new_health)
end)

Highlight
When Character highlights/looks at a Prop or a Pickable
Character.Subscribe("Highlight", function(self, is_highlighted, object)
end)
Type | Argument | Description |
---|---|---|
Character | self | |
boolean | is_highlighted | Whether the object is being highlighted or not |
Prop or Base Pickable | object |

Interact
Triggered when a Character interacts with a Prop or Pickable
Returnfalse
to prevent it
Character.Subscribe("Interact", function(self, object)
end)
Type | Argument | Description |
---|---|---|
Character | self | |
Prop or Base Pickable | object |

LeaveVehicle
When Character leaves a vehicle
Character.Subscribe("LeaveVehicle", function(self, vehicle)
end)

AttemptLeaveVehicle
Triggered when this Character attempts to leave a vehicle
Returnfalse
to prevent it
Character.Subscribe("AttemptLeaveVehicle", function(self, vehicle)
end)

MoveComplete
Called when AI reaches it's destination, or when it fails
Character.Subscribe("MoveComplete", function(self, succeeded)
end)

PickUp
When Character picks up anything
Character.Subscribe("PickUp", function(self, object)
end)
Type | Argument | Description |
---|---|---|
Character | self | |
Base Pickable | object |

Possess
When Character is possessed
Character.Subscribe("Possess", function(self, possesser)
end)

Punch
When Character punches
Character.Subscribe("Punch", function(self)
end)
Type | Argument | Description |
---|---|---|
Character | self |

RagdollModeChange
When Character enters or leaves ragdoll
Character.Subscribe("RagdollModeChange", function(self, old_state, new_state)
end)

AttemptReload
Triggered when this Character attempts to reload
Returnfalse
to prevent it
Character.Subscribe("AttemptReload", function(self, weapon)
end)

Reload
When Character reloads a weapon
Character.Subscribe("Reload", function(self, weapon, ammo_to_reload)
end)

Respawn
When Character Respawns
Character.Subscribe("Respawn", function(self)
end)
Type | Argument | Description |
---|---|---|
Character | self |

StanceModeChange
Called when StanceMode changes
Character.Subscribe("StanceModeChange", function(self, old_state, new_state)
end)
Type | Argument | Description |
---|---|---|
Character | self | |
StanceMode | old_state | |
StanceMode | new_state |

SwimmingModeChange
Called when Swimming Mode changes
Character.Subscribe("SwimmingModeChange", function(self, old_state, new_state)
end)
Type | Argument | Description |
---|---|---|
Character | self | |
SwimmingMode | old_state | |
SwimmingMode | new_state |

TakeDamage
Triggered when this Character takes damage
Returnfalse
to cancel the damage (will still display animations, particles and apply impact forces)
Character.Subscribe("TakeDamage", function(self, damage, bone, type, from_direction, instigator, causer)
end)
Type | Argument | Description |
---|---|---|
Character | self | |
integer | damage | |
string | bone | Damaged bone |
DamageType | type | Damage Type |
Vector | from_direction | Direction of the damage relative to the damaged actor |
Player | instigator | The player which caused the damage |
any | causer | The object which caused the damage |

UnGrabProp
When Character drops a Prop
Character.Subscribe("UnGrabProp", function(self, prop)
end)

UnPossess
When Character is unpossessed
Character.Subscribe("UnPossess", function(self, old_possesser)
end)

ViewModeChange
When Character changes it's View Mode
Character.Subscribe("ViewModeChange", function(self, old_state, new_state)
end)

WeaponAimModeChange
Called when Weapon Aim Mode changes
Character.Subscribe("WeaponAimModeChange", function(self, old_state, new_state)
end)

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)
end)
Type | Argument | Description |
---|---|---|
Character | self | The Character that used it |
Base Pickable | pickable | The Pickable which has just been used |

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)
end)
Type | Argument | Description |
---|---|---|
Character | self | The Character that stopped using it |
Base Pickable | pickable | The Pickable which has just stopped being used |
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
info
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