Skip to main content
Version: latest - a1.73.x βš–οΈ

πŸ›₯️ VehicleWater

VehicleWater are entities which Characters can possesses and drive over the water with dynamic physics.


πŸ’‚Authority
This class can only be spawned on 🟦 Server side.
πŸ‘ͺInheritance
This class shares methods and events from , , , , .
πŸ§‘β€πŸ’»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!

πŸŽ’ Examples​

Server/Index.lua
Boat = VehicleWater.Inherit("Boat")
Boat.name = "Boat"
Boat.image = "assets://nanos-world/Thumbnails/SK_Motorboat.jpg"
Boat.category = "water"

function Boat:Constructor(location, rotation)
self.Super:Constructor(location or Vector(), rotation or Rotator(), "nanos-world::SK_Motorboat")

self:SetDoor(0, Vector(0, 0, 0), Vector(-120, 0, 55), Rotator(-10, 0, 0), 200, -100)
end

πŸ›  Constructors​

Default Constructor

No description provided

local my_vehiclewater = VehicleWater(location, rotation, asset, collision_type?, gravity_enabled?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
asset Required parameter No description provided
collision_typeCollisionType.AutoNo description provided
gravity_enabledtrueNo description provided
tip

Please take a look at our Default's Vehicle package with all built-in Vehicles already properly configured and ready to use.

πŸ—Ώ Static Functions​

Inherited Entity Static Functions
VehicleWater 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
VehicleWater 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
VehicleWater 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
VehicleWater 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
Inherited Damageable Functions
VehicleWater inherits from Base Damageable Class, sharing it's methods and functions:
Base Damageablescripting-reference/classes/base-classes/Damageable
ReturnsNameDescription
Do damage to this entity
Gets the current health
Gets the Max Health
Respawns the Entity, fullying it's Health and moving it to it's Initial Location
Sets the Health of this Entity
Sets the MaxHealth of this Entity
Inherited Vehicle Functions
VehicleWater inherits from Base Vehicle Class, sharing it's methods and functions:
Base Vehiclescripting-reference/classes/base-classes/Vehicle
ReturnsNameDescription
Attaches a Skeletal Mesh as master pose to this entity
Attaches a Static Mesh to this entity
of Gets all Skeletal Meshes attached to this entity
of Gets all Static Meshes attached to this entity
Gets all configured Doors
Gets the Asset name
CharacterGets a passenger from a seat
of CharacterGets all passengers
Plays an Animation on this Vehicle
Removes all SkeletalMeshes attached
Removes all StaticMeshes attached
Removes, if it exists, a SkeletalMesh from this Pickable given its custom ID
Removes, if it exists, a StaticMesh from this Pickable given its custom ID
Adds a Door to the Vehicle
Configures the Explosion Settings when health reaches zero
Sets a Static Mesh Attached location and rotation
ReturnsNameDescription
Sets the relative location of the Engine (where the Physics Thruster, sounds and effects are attached)
Sets the force of the Engine/Thruster

SetEngineOffset

Sets the relative location of the Engine (where the Physics Thruster, sounds and effects are attached). Default is Vector(-200, 0, 0)

my_vehiclewater:SetEngineOffset(offset)
TypeParameterDefaultDescription
Vectoroffset Required parameter No description provided

SetThrustStrength

Sets the force of the Engine/Thruster. Default is 1000

my_vehiclewater:SetThrustStrength(force)
TypeParameterDefaultDescription
force Required parameter No description provided

πŸš€ Events​

Inherited Entity Events
VehicleWater 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
VehicleWater 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
Inherited Damageable Events
VehicleWater inherits from Base Damageable Class, sharing it's events:
Base Damageablescripting-reference/classes/base-classes/Damageable
NameDescription
When Entity Dies
When Entity has it's Health changed, or because took damage or manually set through scripting or respawning
When Entity Respawns
Triggered when this Entity takes damage
Inherited Vehicle Events
VehicleWater inherits from Base Vehicle Class, sharing it's events:
Base Vehiclescripting-reference/classes/base-classes/Vehicle
NameDescription
Triggered when a Character attempts to enter the Vehicle
Triggered when a Character attempts to leave the Vehicle
Triggered when a Character fully enters the Vehicle
Triggered when a Character fully leaves the Vehicle
Triggered when Vehicle hits something
Triggered when this Vehicle takes damage

This class doesn't have own events.