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Version: latest - a1.15.x βš–οΈ

πŸ’£ Grenade

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

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

πŸŽ’ 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"
)

πŸ—οΈ Constructor​

local my_grenade = Grenade(location?, rotation?, static_mesh_asset?, explosion_particles?, explosion_sound?, collision_type?, gravity_enabled?)
TypeNameDefaultDescription
Vector locationVector(0, 0, 0)
Rotator rotationRotator(0, 0, 0)
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!

🦠 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
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
Rotator GetRotationGets this Actor's angle in the game world
Vector GetForceGets this Actor's force (set by SetForce())
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
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
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 GetAssetNameGets 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
number GetBaseDamageDamage at Inner Radius
number GetDamageFalloffRadius which BaseDamage will apply proportionally
number GetDamageInnerRadiusRadius which MinimumDamage will apply
number GetDamageOuterRadiusRadius which BaseDamage will apply
number GetMinimumDamageDamage at Outer Radius
number GetTimeToExplodeTime until Explosion
number 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
number base_damage?90Max damage when inner radius
number minimum_damage?0Min damage when outer radius
number damage_inner_radius?200Radius which damage will be 100%
number damage_outer_radius?1000Radius which damage will be interpoled through falloff
number damage_falloff?1Lerp function between Max and Min damage

SetTimeToExplode​

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

SetThrowForce​

Set Impulse applied when throwing
my_grenade:SetThrowForce()

GetBaseDamage​

Damage at Inner Radius

Returns number ()
local ret = my_grenade:GetBaseDamage()

GetDamageFalloff​

Radius which BaseDamage will apply proportionally

Returns number ()
local ret = my_grenade:GetDamageFalloff()

GetDamageInnerRadius​

Radius which MinimumDamage will apply

Returns number ()
local ret = my_grenade:GetDamageInnerRadius()

GetDamageOuterRadius​

Radius which BaseDamage will apply

Returns number ()
local ret = my_grenade:GetDamageOuterRadius()

GetMinimumDamage​

Damage at Outer Radius

Returns number ()
local ret = my_grenade:GetMinimumDamage()

GetTimeToExplode​

Time until Explosion

Returns number ()
local ret = my_grenade:GetTimeToExplode()

GetThrowForce​

Impulse applied when throwing

Returns number ()
local ret = my_grenade:GetThrowForce()

πŸš€ Events​

Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
NameDescription
DestroyTriggered when an Actor is destroyed
SpawnTriggered when an Actor is spawned/created
ValueChangeTriggered when an Actor has a value changed with :SetValue()
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