Skip to main content
Version: bleeding-edge 🩸

💣 Grenade

Grenades are Pickables which Characters can grab and throw. It explodes after X seconds after thrown, causing damage around.

💂Authority
This class can only be spawned on 🟦 Server.
👪Inheritance
This class shares methods and events from Base Entity Base Actor Base Paintable Base Pickable .

🎒 Examples

local new_grenade = Grenade(
Vector(-900, 185, 215),
Rotator(0, 90, 90),
"nanos-world::SM_Grenade_G67",
"nanos-world::P_Grenade_Special",
"nanos-world::A_Explosion_Large"
)

🛠 Constructors

Default Constructor

local my_grenade = Grenade(location, rotation, static_mesh_asset?, explosion_particles?, explosion_sound?, collision_type?, gravity_enabled?)
TypeNameDefaultDescription
Vector location
Rotator rotation
StaticMesh Reference static_mesh_assetnanos-world::SM_Grenade_G67
Particle Reference explosion_particlesnanos-world::P_Grenade_Special
Sound Reference explosion_soundnanos-world::A_Explosion_Large
CollisionTypecollision_typeCollisionType.Normal
boolean gravity_enabledtrue
tip

nanos world provides a special Particle* called nanos-world::P_Grenade_Special which spawns different particles depending on the surface it explodes, and also if is underwater.

*This "Particle" is just a special identifier which can only be used on Grenades!

🗿 Static Functions

Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/entity
ReturnsNameDescription
table of Base Entity GetAllReturns a table containing all Entities of the class this is called on
Base Entity GetByIndexReturns a specific Entity of this class at an index
integer GetCountReturns how many Entities of this class exist
iterator GetPairsReturns an iterator with all Entities of this class to be used with pairs()
table InheritInherits this class with the Inheriting System
table of table GetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
boolean IsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
function SubscribeSubscribes to an Event for all entities of this Class
function SubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed
This entity doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
integer GetIDGets the universal network ID of this Entity (same on both client and server)
table GetClassGets the class of this entity
boolean IsARecursively checks if this entity is inherited from a Class
function SubscribeSubscribes to an Event on this specific entity
function SubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
SetValueSets a Value in this Entity
any GetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
boolean IsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
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
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
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority betwen players
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
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
Vector GetLocationGets this Actor's location in the game world
Vector GetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
Rotator GetRotationGets this Actor's angle in the game world
Rotator GetRelativeRotationGets this Actor's Relative Rotation if it's attached
Vector GetForceGets this Actor's force (set by SetForce())
integer 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
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
float GetDistanceFromCameraGets the distance of this Actor from the Camera
float GetScreenPercentageGets the percentage of this Actor size in the screen
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
Inherited Pickable Functions
Base Pickablescripting-reference/classes/base-classes/pickable
ReturnsNameDescription
AddSkeletalMeshAttachedAttaches a Skeletal Mesh as master pose to this entity
AddStaticMeshAttachedAttaches a Static Mesh to this entity
PullUsePulls the usage of this Pickable (will start firing if this is a weapon)
ReleaseUseReleases the usage of this Pickable (will stop firing if this is a weapon)
RemoveSkeletalMeshAttachedRemoves, if it exists, a SkeletalMesh from this Pickable given its custom ID
RemoveStaticMeshAttachedRemoves, if it exists, a StaticMesh from this Pickable given its custom ID
SetAttachmentSettingsSets the Attachment Settings for this Pickable (how it attaches to the Character when Picking up)
SetCrosshairMaterialSets the crosshair material for this Pickable
SetPickableSets if this Pickable can be picked up from ground by the player
SkeletalMesh Reference GetMeshGets the name of the asset this Pickable uses
Character or nilGetHandlerGets the Character, if it exists, that's holding this Pickable
ReturnsNameDescription
ExplodeForces this grenade to Explode
SetDamageSets Damage parameters of this Grenade
SetTimeToExplodeSet Time until Explosion after thrown
SetThrowForceSet Impulse applied when throwing
float GetBaseDamageDamage at Inner Radius
float GetDamageFalloffRadius which BaseDamage will apply proportionally
float GetDamageInnerRadiusRadius which MinimumDamage will apply
float GetDamageOuterRadiusRadius which BaseDamage will apply
float GetMinimumDamageDamage at Outer Radius
float GetTimeToExplodeTime until Explosion
float GetThrowForceImpulse applied when throwing

Explode

Forces this grenade to Explode
my_grenade:Explode()

SetDamage

Sets Damage parameters of this Grenade
my_grenade:SetDamage(base_damage?, minimum_damage?, damage_inner_radius?, damage_outer_radius?, damage_falloff?)
TypeParameterDefaultDescription
integer base_damage?90Max damage when inner radius
integer minimum_damage?0Min damage when outer radius
integer damage_inner_radius?200Radius which damage will be 100%
integer damage_outer_radius?1000Radius which damage will be interpoled through falloff
float damage_falloff?1Lerp function between Max and Min damage

SetTimeToExplode

Set Time until Explosion after thrown
my_grenade:SetTimeToExplode(time)
TypeParameterDefaultDescription
float timeTime in seconds

SetThrowForce

Set Impulse applied when throwing
my_grenade:SetThrowForce()

GetBaseDamage

Damage at Inner Radius

Returns float
local ret = my_grenade:GetBaseDamage()

GetDamageFalloff

Radius which BaseDamage will apply proportionally

Returns float
local ret = my_grenade:GetDamageFalloff()

GetDamageInnerRadius

Radius which MinimumDamage will apply

Returns float
local ret = my_grenade:GetDamageInnerRadius()

GetDamageOuterRadius

Radius which BaseDamage will apply

Returns float
local ret = my_grenade:GetDamageOuterRadius()

GetMinimumDamage

Damage at Outer Radius

Returns float
local ret = my_grenade:GetMinimumDamage()

GetTimeToExplode

Time until Explosion

Returns float
local ret = my_grenade:GetTimeToExplode()

GetThrowForce

Impulse applied when throwing

Returns float
local ret = my_grenade:GetThrowForce()

🚀 Events

Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
NameDescription
DimensionChangeTriggered when an Actor changes it's dimension
Inherited Pickable Events
Base Pickablescripting-reference/classes/base-classes/pickable
NameDescription
DropWhen a Character drops this Pickable
HitWhen this Pickable hits something
InteractTriggered when a Character interacts with this Pickable (i.e. tries to pick it up)
PickUpTriggered When a Character picks this up
PullUseTriggered when a Character presses the use button for this Pickable (i.e. clicks left mouse button with this equipped)
ReleaseUseTriggered when a Character releases the use button for this Pickable (i.e. releases left mouse button with this equipped)
NameDescription
ExplodeTriggered when the grenade has exploded
ThrowTriggered when the grenade has been thrown

Explode

Triggered when the grenade has exploded
Grenade.Subscribe("Explode", function(self)

end)
TypeArgumentDescription
Grenade selfThe grenade which exploded

Throw

Triggered when the grenade has been thrown
Grenade.Subscribe("Throw", function(self, handler)

end)
TypeArgumentDescription
Grenade selfThe grenade which exploded
Character handlerThe Character which has thrown it