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Version: latest - a1.73.x ⚖️

⛓️ Cable

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


💂Authority
This class can only be spawned on 🟦 Server side.
👪Inheritance
This class shares methods and events from , , .
🧑‍💻API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!

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

🎒 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)

🛠 Constructors

Default Constructor

No description provided

local my_cable = Cable(location, enable_visuals?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
enable_visualstrueToggles the cable visuals

🗿 Static Functions

Inherited Entity Static Functions
Cable inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
of Returns a table containing all Entities of the class this is called on
Returns a specific Entity of this class at an index
Returns how many Entities of this class exist
of Gets a list of all directly inherited classes from this Class created with the Inheriting System
Returns an iterator with all Entities of this class to be used with pairs()
or Gets the parent class if this Class was created with the Inheriting System
Inherits this class with the Inheriting System
Gets if this Class is child of another class if this Class was created with the Inheriting System
Subscribes to an Event for all entities of this Class
Subscribes to a custom event called from server
Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed

This class doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
Cable inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
Calls a custom remote event directly on this entity to all Players
Calls a custom remote event directly on this entity to a specific Player
Calls a custom remote event directly on this entity
Destroys this Entity
of Gets a list of all values keys
Gets the class of this entity
Gets the universal network ID of this Entity (same on both client and server)
Gets a Value stored on this Entity at the given key
Recursively checks if this entity is inherited from a Class
Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
Sets a Value in this Entity
Subscribes to an Event on this specific entity
Subscribes to a custom event called from server on this specific entity
Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
Inherited Actor Functions
Cable inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
Adds an Unreal Actor Tag to this Actor
Applies a force in world world to this Actor
Attaches this Actor to any other Actor, optionally at a specific bone
Detaches this Actor from AttachedTo Actor
of Gets all Unreal Actor Tags on this Actor
of Gets all Actors attached to this Actor
or Gets the Actor this Actor is attached to
Gets this Actor's bounds
Gets this Actor's collision type
Gets this Actor's dimension
Gets the distance of this Actor from the Camera
VectorGets this Actor's force (set by SetForce())
VectorGets this Actor's location in the game world
Player or Gets this Actor's Network Authority Player
VectorGets this Actor's Relative Location if it's attached
RotatorGets this Actor's Relative Rotation if it's attached
RotatorGets this Actor's angle in the game world
VectorGets this Actor's scale
Gets the percentage of this Actor size in the screen
Gets a Socket Transform in world space given a bone or socket name
VectorGets this Actor's current velocity
Gets if this Actor was spawned by the client side
Returns true if the local Player is currently the Network Authority of this Actor
Returns true if this Actor is being destroyed
Returns true if gravity is enabled on this Actor
Returns true if this Actor is in water
Returns true if this Actor is currently network distributed
Returns true if this Actor is visible
Removes an Unreal Actor Tag from this Actor
Smoothly rotates this actor to an angle over a certain time
Sets this Actor's collision type
Sets this Actor's Dimension
Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
Sets whether gravity is enabled on this Actor
Sets whether the highlight is enabled on this Actor, and which highlight index to use
Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
Sets this Actor's location in the game world
Sets the Player to have network authority over this Actor
Sets if this Actor will auto distribute the network authority between players
Sets whether the outline is enabled on this Actor, and which outline index to use
Sets this Actor's relative location in local space (only if this actor is attached)
Sets this Actor's relative rotation in local space (only if this actor is attached)
Sets this Actor's rotation in the game world
Sets this Actor's scale
Sets whether the actor is visible or not
Smoothly moves this actor to a location over a certain time
Gets if this Actor was recently rendered on screen
Inherited Paintable Functions
Cable inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/Paintable
ReturnsNameDescription
Resets the material from the specified index to the original one
Sets the material at the specified index of this Actor
Sets a Color parameter in this Actor's material
Sets the material at the specified index of this Actor to a Canvas object
Sets the material at the specified index of this Actor to a SceneCapture object
Sets the material at the specified index of this Actor to a WebUI object
Sets a Scalar parameter in this Actor's material
Sets a texture parameter in this Actor's material to an image on disk
Sets a Vector parameter in this Actor's material
Overrides this Actor's Physical Material with a new one
ReturnsNameDescription
Attached the end of this cable to another Actor at a specific bone or relative location
Attached the beginning of this cable to another Actor at a specific bone or relative location
Detaches the End of this Cable
Detaches the Start of this Cable
Gets the Actor attached to End
Gets the Actor attached to Start
Sets the Physics Angular Limits of this cable
Set the overall settings for this cable (visuals only)
Set the forces the cable has applied (visuals only)
Sets the Physics Linear Limits of this cable
Set the rendering settings of this cable (visuals only)

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
other Required parameter No description provided
Vectorrelative_location?Vector(0, 0, 0)No description provided
bone_name?Which bone to attach to. If empty it will be attached to the Actor, otherwise to the Mesh at the bone/socket

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
other Required parameter No description provided
Vectorrelative_location?Vector(0, 0, 0)No description provided
bone_name?Which bone to attach to. If empty it will be attached to the Actor, otherwise to the Mesh at the bone/socket

DetachEnd

Detaches the End of this Cable

my_cable:DetachEnd()

DetachStart

Detaches the Start of this Cable

my_cable:DetachStart()

GetAttachedEndTo

Gets the Actor attached to End

— Returns (the Actor or nil).

local ret = my_cable:GetAttachedEndTo()

GetAttachedStartTo

Gets the Actor attached to Start

— Returns (the Actor or nil).

local ret = my_cable:GetAttachedStartTo()

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
swing_1_motion Required parameter Indicates whether the Swing1 limit is used
swing_2_motion Required parameter Indicates whether the Swing2 limit is used
twist_motion Required parameter Indicates whether the Twist limit is used
swing_1_limit?0Angle of movement along the XY plane. This defines the first symmetric angle of the cone
swing_2_limit?0Angle of movement along the XZ plane. This defines the second symmetric angle of the cone
twist_limit?0Symmetric angle of roll along the X-axis

SetCableSettings

Set the overall settings for this cable (visuals only)

my_cable:SetCableSettings(length, num_segments, solver_iterations)
TypeParameterDefaultDescription
length Required parameter Rest length of the cable. Default is 100
num_segments Required parameter How many segments the cable has. Default is 10
solver_iterations Required parameter The 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
Vectorforce Required parameter Force vector (world space) applied to all particles in cable. Default is Vector(0, 0, 0)
gravity_scale?1Scaling applied to world gravity affecting this cable. Default is 1

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
x_motion Required parameter Indicates 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
y_motion Required parameter Indicates 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
z_motion Required parameter Indicates 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
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)
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
use_soft_constraint?falseWhether we want to use a soft constraint (spring)
stiffness?0Stiffness of the soft constraint. Only used when Soft Constraint is on
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
width Required parameter How wide the cable geometry is. Default is 6
num_sides Required parameter Number of sides of the cable geometry. Default is 4
tile_material Required parameter How many times to repeat the material along the length of the cable. Default is 1

🚀 Events

Inherited Entity Events
Cable inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
Triggered when a new Class is registered with the Inheriting System
Triggered when an Entity is destroyed
Triggered when an Entity is spawned/created
Triggered when an Entity has a value changed with :SetValue()
Inherited Actor Events
Cable inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
Triggered when an Actor changes it's dimension

This class doesn't have own events.