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Version: latest - a1.15.x βš–οΈ

πŸ”ͺ Melee

A Melee represents an Entity which can be Pickable by a Character and can be used to melee attack, Charactes can hold it with hands with pre-defined handling modes.

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 crowbar = Melee(
Vector(-900, 185, 215),
Rotator(0, 90, 90),
"nanos-world::SM_Crowbar_01",
CollisionType.Normal,
true,
HandlingMode.SingleHandedMelee,
""
)

crowbar:SetScale(Vector(1.5, 1.5, 1.5))
crowbar:SetAnimationCharacterUse("nanos-world::AM_Mannequin_Melee_Slash_Attack")
crowbar:SetDamageSettings(0.3, 0.5)
crowbar:SetCooldown(1.0)
crowbar:SetBaseDamage(40)

πŸ—οΈ Constructor​

local my_melee = Melee(location?, rotation?, asset?, collision_type?, gravity_enabled?, handling_mode?, crosshair_material?, can_use?)
TypeNameDefaultDescription
Vector locationVector(0, 0, 0)
Rotator rotationRotator(0, 0, 0)
StaticMesh Reference asset
CollisionTypecollision_typeCollisionType.Normal
boolean gravity_enabledtrue
HandlingModehandling_modeHandlingMode.Torch
Material Reference crosshair_material
boolean can_usetrue
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
AddAnimationCharacterUseSets an Animation when attacking
ClearAnimationsCharacterUseClears the Character Attack Animation list
SetImpactSoundSets the Sound when hitting something
SetSoundUseSets the Sound when attacking
SetBaseDamageSets the Base Damage
SetDamageSettingsSets the times when to start applying damage and when to end
SetCooldownSets the cooldown between attacking
table of Animation Reference GetAnimationsCharacterUseGets the Animations when Character uses it
Sound Reference GetSoundUseGets the Sound when Character uses it
number GetBaseDamageGets the Base Damage
number GetCooldownGets the Cooldown between usages

AddAnimationCharacterUse​

Sets an Animation when attacking

You can add more than one animation, which will be selected randomly when attacking
my_melee:AddAnimationCharacterUse(asset_path, play_rate, slot_Type)
TypeParameterDefaultDescription
Animation Reference asset_pathThe Animation used when attacking
number play_rateThe Animation Play Rate
AnimationSlotTypeslot_TypeWhether to play it on upper body or full body

ClearAnimationsCharacterUse​

Clears the Character Attack Animation list
my_melee:ClearAnimationsCharacterUse()

SetImpactSound​

Sets the Sound when hitting something

Note: Surfaces Water and Flesh already have default sounds and must be explicitly set to override
my_melee:SetImpactSound(surface_type, asset_path, volume, pitch)
TypeParameterDefaultDescription
SurfaceTypesurface_typeThe surface to apply the sound. Use SurfaceType.Default to be the default to all hits
Sound Reference asset_pathThe Sound used when attacking
number volume
number pitch

SetSoundUse​

Sets the Sound when attacking
my_melee:SetSoundUse(asset_path)
TypeParameterDefaultDescription
Sound Reference asset_pathThe Sound used when attacking

SetBaseDamage​

Sets the Base Damage
my_melee:SetBaseDamage(damage?)
TypeParameterDefaultDescription
number damage?The Base Damage value

SetDamageSettings​

Sets the times when to start applying damage and when to end. During this time the collision of the melee will be enabled and the damage will be applied if it hits something
my_melee:SetDamageSettings(damage_start_time, damage_duration_time)
TypeParameterDefaultDescription
number damage_start_timeThe initial time to start applying damage
number damage_duration_timeThe duration time to stop applying damage

SetCooldown​

Sets the cooldown between attacking
my_melee:SetCooldown(cooldown)
TypeParameterDefaultDescription
number cooldown

GetAnimationsCharacterUse​

Gets the Animations when Character uses it

Returns table of Animation Reference ()
local ret = my_melee:GetAnimationsCharacterUse()

GetSoundUse​

Gets the Sound when Character uses it

Returns Sound Reference ()
local ret = my_melee:GetSoundUse()

GetBaseDamage​

Gets the Base Damage

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

GetCooldown​

Gets the Cooldown between usages

Returns number ()
local ret = my_melee:GetCooldown()

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
AttackTriggered when the Character effectively attacks with this Melee

Attack​

Triggered when the Character effectively attacks with this Melee
Melee.Subscribe("Attack", function(self, handler)

end)
TypeArgumentDescription
Melee self
Character handler