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Version: bleeding-edge 🩸

🔪 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.


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

🎒 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:AddAnimationCharacterUse("nanos-world::AM_Mannequin_Melee_Slash_Attack")
crowbar:SetDamageSettings(0.3, 0.5)
crowbar:SetCooldown(1.0)
crowbar:SetBaseDamage(40)

🛠 Constructors

Default Constructor

local my_melee = Melee(location, rotation, asset, collision_type?, gravity_enabled?, handling_mode?, crosshair_material?, can_use?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
StaticMesh Referenceasset Required parameter No description provided
CollisionTypecollision_typeCollisionType.AutoNo description provided
booleangravity_enabledtrueNo description provided
HandlingModehandling_modeHandlingMode.TorchNo description provided
Material Referencecrosshair_materialNo description provided
booleancan_usetrueNo description provided
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
Melee inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
table of tableGetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
tableInheritInherits this class with the Inheriting System
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes 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 class doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
Melee inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
DestroyDestroys this Entity
table of stringGetAllValuesKeysGets a list of all values keys
tableGetClassGets the class of this entity
integerGetIDGets the universal network ID of this Entity (same on both client and server)
anyGetValueGets a Value stored on this Entity at the given key
booleanIsARecursively checks if this entity is inherited from a Class
booleanIsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
SetValueSets a Value in this Entity
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes 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
Inherited Actor Functions
Melee inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
AddActorTagAdds an Unreal Actor Tag to this Actor
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
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
integerGetDimensionGets this Actor's dimension
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
VectorGetForceGets this Actor's force (set by SetForce())
VectorGetLocationGets this Actor's location in the game world
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
RotatorGetRotationGets this Actor's angle in the game world
VectorGetScaleGets this Actor's scale
floatGetScreenPercentageGets the percentage of this Actor size in the screen
VectorGetVelocityGets this Actor's current velocity
booleanHasAuthorityGets if this Actor was spawned by the client side
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
booleanIsVisibleReturns true if this Actor is visible
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
RotateToSmoothly rotates this actor to an angle over a certain time
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
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight 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
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority between players
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
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)
SetRotationSets this Actor's rotation in the game world
SetScaleSets this Actor's scale
SetVisibilitySets whether the actor is visible or not
TranslateToSmoothly moves this actor to a location over a certain time
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
Inherited Paintable Functions
Melee inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/Paintable
ReturnsNameDescription
ResetMaterialResets the material from the specified index to the original one
SetMaterialSets the material at the specified index of this Actor
SetMaterialColorParameterSets a Color parameter in this Actor's material
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
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
Melee inherits from Base Pickable Class, sharing it's methods and 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
table of stringGetAllSkeletalMeshAttachedGets all Skeletal Meshes attached to this entity
table of stringGetAllStaticMeshAttachedGets all Static Meshes attached to this entity
Character or nilGetHandlerGets the Character, if it exists, that's holding this Pickable
HandlingModeGetHandlingModeGets the Handling Mode of this Pickable
SkeletalMesh ReferenceGetMeshGets the name of the asset this Pickable uses
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)
RemoveAllSkeletalMeshesAttachedRemoves all SkeletalMeshes attached
RemoveAllStaticMeshesAttachedRemoves all StaticMeshes attached
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
SetStaticMeshAttachedTransformSets a Static Mesh Attached location and rotation
ReturnsNameDescription
AddAnimationCharacterUseSets an Animation when attacking
ClearAnimationsCharacterUseClears the Character Attack Animation list
table of Animation ReferenceGetAnimationsCharacterUseGets the Animations when Character uses it
integerGetBaseDamageGets the Base Damage
floatGetCooldownGets the Cooldown between usages
Sound ReferenceGetSoundUseGets the Sound when Character uses it
SetBaseDamageSets the Base Damage
SetCooldownSets the cooldown between attacking
SetDamageSettingsSets the times when to start applying damage and when to end
SetImpactSoundSets the Sound when hitting something
SetSoundUseSets the Sound when attacking

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 Referenceasset_path Required parameter The Animation used when attacking
floatplay_rate Required parameter The Animation Play Rate
AnimationSlotTypeslot_Type Required parameter Whether to play it on upper body or full body

ClearAnimationsCharacterUse

Clears the Character Attack Animation list

my_melee:ClearAnimationsCharacterUse()

GetAnimationsCharacterUse

Gets the Animations when Character uses it

— Returns table of Animation Reference.

local ret = my_melee:GetAnimationsCharacterUse()

GetBaseDamage

Gets the Base Damage

— Returns integer.

local ret = my_melee:GetBaseDamage()

See also SetBaseDamage.


GetCooldown

Gets the Cooldown between usages

— Returns float.

local ret = my_melee:GetCooldown()

See also SetCooldown.


GetSoundUse

Gets the Sound when Character uses it

— Returns Sound Reference.

local ret = my_melee:GetSoundUse()

See also SetSoundUse.


SetBaseDamage

Sets the Base Damage

my_melee:SetBaseDamage(damage?)
TypeParameterDefaultDescription
integerdamage?The Base Damage value

See also GetBaseDamage.


SetCooldown

Sets the cooldown between attacking

my_melee:SetCooldown(cooldown)
TypeParameterDefaultDescription
floatcooldown Required parameter No description provided

See also GetCooldown.


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
floatdamage_start_time Required parameter The initial time to start applying damage
floatdamage_duration_time Required parameter The duration time to stop applying damage

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_type Required parameter The surface to apply the sound. Use SurfaceType.Default to be the default to all hits
Sound Referenceasset_path Required parameter The Sound used when attacking
floatvolume Required parameter No description provided
floatpitch Required parameter No description provided

SetSoundUse

Sets the Sound when attacking

my_melee:SetSoundUse(asset_path)
TypeParameterDefaultDescription
Sound Referenceasset_path Required parameter The Sound used when attacking

See also GetSoundUse.

🚀 Events

Inherited Entity Events
Melee inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
ClassRegisterTriggered when a new Class is registered with the Inheriting System
DestroyTriggered when an Entity is destroyed
SpawnTriggered when an Entity is spawned/created
ValueChangeTriggered when an Entity has a value changed with :SetValue()
Inherited Actor Events
Melee inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
DimensionChangeTriggered when an Actor changes it's dimension
Inherited Pickable Events
Melee inherits from Base Pickable Class, sharing it's 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)
-- Attack was called
end)
TypeArgumentDescription
MeleeselfNo description provided
CharacterhandlerNo description provided