🔫 Weapon
Weapons are entities with firing, reloading and aiming functionalities.
They are fully customizable, all pieces of the weapon can be changed with immense possibility of creation.
🎒 Examples
-- Spawning a Weapon with an AK47 model
local new_weapon = Weapon(
Vector(-900, 185, 215),
Rotator(0, 0, 0),
"nanos-world::SK_AK47"
)
-- Configures Weapon Base Settings
new_weapon:SetAmmoSettings(30, 1000)
new_weapon:SetDamage(30)
new_weapon:SetSpread(30)
new_weapon:SetRecoil(0.25)
new_weapon:SetBulletSettings(1, 20000, 20000, Color(100, 58, 0))
new_weapon:SetCadence(0.1)
new_weapon:SetWallbangSettings(50, 0.75)
-- Configures how the Character Grabs and Aims the Weapon
new_weapon:SetHandlingMode(HandlingMode.DoubleHandedWeapon)
new_weapon:SetSightTransform(Vector(0, 0, -1), Rotator(-1.5, 0, 0))
new_weapon:SetLeftHandTransform(Vector(22, 0, 9), Rotator(0, 60, 90))
new_weapon:SetRightHandOffset(Vector(-10, 0, 0))
-- Configures Weapon Particles
new_weapon:SetParticlesBulletTrail("nanos-world::P_Bullet_Trail")
new_weapon:SetParticlesBarrel("nanos-world::P_Weapon_BarrelSmoke")
new_weapon:SetParticlesShells("nanos-world::P_Weapon_Shells_762x39")
-- Configures Weapon Sounds
new_weapon:SetSoundDry("nanos-world::A_Rifle_Dry")
new_weapon:SetSoundLoad("nanos-world::A_Rifle_Load")
new_weapon:SetSoundUnload("nanos-world::A_Rifle_Unload")
new_weapon:SetSoundZooming("nanos-world::A_AimZoom")
new_weapon:SetSoundAim("nanos-world::A_Rattle")
new_weapon:SetSoundFire("nanos-world::A_AK47_Shot")
-- Configures Weapon Animations
new_weapon:SetAnimationFire("nanos-world::A_AK47_Fire")
new_weapon:SetAnimationCharacterFire("nanos-world::AM_Mannequin_Sight_Fire")
new_weapon:SetAnimationReload("nanos-world::AM_Mannequin_Reload_Rifle")
-- Configures the Mesh to drop when reloading
new_weapon:SetMagazineMesh("nanos-world::SM_AK47_Mag_Empty")
-- Configures the Crosshair Material
new_weapon:SetCrosshairMaterial("nanos-world::MI_Crosshair_Regular")
Using the default-weapons Package to spawn an AK47:
# install the default-weapons package
./NanosWorldServer.exe --cli install package default-weapons
-- Loads the default-weapons (note: it's recommended to add it to your Package's packages_requirements instead)
Server.LoadPackage("default-weapons")
-- Spawning the AK47 from default-weapons package
local my_ak47 = AK47(Vector(1035, 154, 300), Rotator())
-- Giving the Weapon to a Character
my_character:PickUp(my_ak47)
Plus d'exemples comme celui-ci:
Prop Shootergetting-started/tutorials-and-examples/prop-shooter Viseur d'armegetting-started/tutorials-and-examples/weapon-scope Lampe de poche pour armegetting-started/tutorials-and-examples/weapon-flashlight🛠 Constructors
Default Constructor
local my_weapon = Weapon(location, rotation, asset, collision_type?, gravity_enabled?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | Required parameter | No description provided |
Rotator | rotation | Required parameter | No description provided |
SkeletalMesh Reference | asset | Required parameter | No description provided |
CollisionType | collision_type | CollisionType.Auto | No description provided |
boolean | gravity_enabled | true | No description provided |
🗿 Static Functions
Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/Entity
Returns | Name | Description | |
---|---|---|---|
table of Base Entity | GetAll | Returns a table containing all Entities of the class this is called on | |
Base Entity | GetByIndex | Returns a specific Entity of this class at an index | |
integer | GetCount | Returns how many Entities of this class exist | |
table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System | |
iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() | |
table or nil | GetParentClass | Gets the parent class if this Class was created with the Inheriting System | |
table | Inherit | Inherits this class with the Inheriting System | |
boolean | IsChildOf | Gets if this Class is child of another class if this Class was created with the Inheriting System | |
function | Subscribe | Subscribes to an Event for all entities of this Class | |
function | SubscribeRemote | Subscribes to a custom event called from server | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed |
🦠 Functions
Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
Returns | Name | Description | |
---|---|---|---|
BroadcastRemoteEvent | Calls a custom remote event directly on this entity to all Players | ||
CallRemoteEvent | Calls a custom remote event directly on this entity to a specific Player | ||
CallRemoteEvent | Calls a custom remote event directly on this entity | ||
Destroy | Destroys this Entity | ||
table of string | GetAllValuesKeys | Gets a list of all values keys | |
table | GetClass | Gets the class of this entity | |
integer | GetID | Gets the universal network ID of this Entity (same on both client and server) | |
any | GetValue | Gets a Value stored on this Entity at the given key | |
boolean | IsA | Recursively checks if this entity is inherited from a Class | |
boolean | IsValid | Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity) | |
SetValue | Sets a Value in this Entity | ||
function | Subscribe | Subscribes to an Event on this specific entity | |
function | SubscribeRemote | Subscribes to a custom event called from server on this specific entity | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed |
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/Actor
Returns | Name | Description | |
---|---|---|---|
AddActorTag | Adds an Unreal Actor Tag to this Actor | ||
AddImpulse | Applies a force in world world to this Actor | ||
AttachTo | Attaches this Actor to any other Actor, optionally at a specific bone | ||
Detach | Detaches this Actor from AttachedTo Actor | ||
table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
table of Base Actor | GetAttachedEntities | Gets all Actors attached to this Actor | |
Base Actor or nil | GetAttachedTo | Gets the Actor this Actor is attached to | |
table | GetBounds | Gets this Actor's bounds | |
CollisionType | GetCollision | Gets this Actor's collision type | |
integer | GetDimension | Gets this Actor's dimension | |
float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
Vector | GetForce | Gets this Actor's force (set by SetForce() ) | |
Vector | GetLocation | Gets this Actor's location in the game world | |
Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached | |
Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached | |
Rotator | GetRotation | Gets this Actor's angle in the game world | |
Vector | GetScale | Gets this Actor's scale | |
float | GetScreenPercentage | Gets the percentage of this Actor size in the screen | |
Vector | GetVelocity | Gets this Actor's current velocity | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
boolean | IsBeingDestroyed | Returns true if this Actor is being destroyed | |
boolean | IsGravityEnabled | Returns true if gravity is enabled on this Actor | |
boolean | IsInWater | Returns true if this Actor is in water | |
boolean | IsNetworkDistributed | Returns true if this Actor is currently network distributed | |
boolean | IsVisible | Returns true if this Actor is visible | |
RemoveActorTag | Removes an Unreal Actor Tag from this Actor | ||
RotateTo | Smoothly rotates this actor to an angle over a certain time | ||
SetCollision | Sets this Actor's collision type | ||
SetDimension | Sets this Actor's Dimension | ||
SetForce | Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel | ||
SetGravityEnabled | Sets whether gravity is enabled on this Actor | ||
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetLifeSpan | Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed. | ||
SetLocation | Sets this Actor's location in the game world | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority between players | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline index to use | ||
SetRelativeLocation | Sets this Actor's relative location in local space (only if this actor is attached) | ||
SetRelativeRotation | Sets this Actor's relative rotation in local space (only if this actor is attached) | ||
SetRotation | Sets this Actor's rotation in the game world | ||
SetScale | Sets this Actor's scale | ||
SetVisibility | Sets whether the actor is visible or not | ||
TranslateTo | Smoothly moves this actor to a location over a certain time | ||
boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen |
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/Paintable
Returns | Name | Description | |
---|---|---|---|
ResetMaterial | Resets the material from the specified index to the original one | ||
SetMaterial | Sets the material at the specified index of this Actor | ||
SetMaterialColorParameter | Sets a Color parameter in this Actor's material | ||
SetMaterialFromCanvas | Sets the material at the specified index of this Actor to a Canvas object | ||
SetMaterialFromSceneCapture | Sets the material at the specified index of this Actor to a SceneCapture object | ||
SetMaterialFromWebUI | Sets the material at the specified index of this Actor to a WebUI object | ||
SetMaterialScalarParameter | Sets a Scalar parameter in this Actor's material | ||
SetMaterialTextureParameter | Sets a texture parameter in this Actor's material to an image on disk | ||
SetMaterialVectorParameter | Sets a Vector parameter in this Actor's material | ||
SetPhysicalMaterial | Overrides this Actor's Physical Material with a new one |
Inherited Pickable Functions
Base Pickablescripting-reference/classes/base-classes/Pickable
Returns | Name | Description | |
---|---|---|---|
AddSkeletalMeshAttached | Attaches a Skeletal Mesh as master pose to this entity | ||
AddStaticMeshAttached | Attaches a Static Mesh to this entity | ||
table of string | GetAllSkeletalMeshAttached | Gets all Skeletal Meshes attached to this entity | |
table of string | GetAllStaticMeshAttached | Gets all Static Meshes attached to this entity | |
Character or nil | GetHandler | Gets the Character, if it exists, that's holding this Pickable | |
HandlingMode | GetHandlingMode | Gets the Handling Mode of this Pickable | |
SkeletalMesh Reference | GetMesh | Gets the name of the asset this Pickable uses | |
PullUse | Pulls the usage of this Pickable (will start firing if this is a weapon) | ||
ReleaseUse | Releases the usage of this Pickable (will stop firing if this is a weapon) | ||
RemoveAllSkeletalMeshesAttached | Removes all SkeletalMeshes attached | ||
RemoveAllStaticMeshesAttached | Removes all StaticMeshes attached | ||
RemoveSkeletalMeshAttached | Removes, if it exists, a SkeletalMesh from this Pickable given its custom ID | ||
RemoveStaticMeshAttached | Removes, if it exists, a StaticMesh from this Pickable given its custom ID | ||
SetAttachmentSettings | Sets the Attachment Settings for this Pickable (how it attaches to the Character when Picking up) | ||
SetCrosshairMaterial | Sets the crosshair material for this Pickable | ||
SetPickable | Sets if this Pickable can be picked up from ground by the player | ||
SetStaticMeshAttachedTransform | Sets a Static Mesh Attached location and rotation |
Returns | Name | Description | |
---|---|---|---|
integer | GetAmmoBag | Gets this Weapon's Ammo Bag | |
integer | GetAmmoClip | Gets this Weapon's Ammo Clip | |
integer | GetAmmoToReload | No description provided | |
Animation Reference | GetAnimationCharacterFire | No description provided | |
Animation Reference | GetAnimationFire | No description provided | |
Animation Reference | GetAnimationReload | Gets the reload animation | |
table | GetBoneTransform | Gets a Bone Transform in world space given a bone name | |
Color | GetBulletColor | No description provided | |
integer | GetBulletCount | No description provided | |
float | GetCadence | No description provided | |
boolean | GetCanHoldUse | No description provided | |
integer | GetClipCapacity | No description provided | |
integer | GetDamage | No description provided | |
HandlingMode | GetHandlingMode | No description provided | |
boolean | GetHoldReleaseUse | No description provided | |
Vector | GetLeftHandLocation | No description provided | |
Rotator | GetLeftHandRotation | No description provided | |
StaticMesh Reference | GetMagazineMesh | No description provided | |
Particle Reference | GetParticlesBulletTrail | No description provided | |
Particle Reference | GetParticlesShells | No description provided | |
float | GetRecoil | No description provided | |
Vector | GetRightHandOffset | No description provided | |
float | GetSightFOVMultiplier | No description provided | |
Vector | GetSightLocation | No description provided | |
Rotator | GetSightRotation | No description provided | |
Sound Reference | GetSoundAim | No description provided | |
Sound Reference | GetSoundDry | No description provided | |
Sound Reference | GetSoundFire | No description provided | |
Sound Reference | GetSoundLoad | No description provided | |
Sound Reference | GetSoundUnload | No description provided | |
Sound Reference | GetSoundZooming | No description provided | |
float | GetSpread | No description provided | |
PlayAnimation | Plays an Animation on this Weapon | ||
Reload | Forces this Weapon to reload | ||
SetAmmoBag | Sets this Weapon's Ammo in the Bag | ||
SetAmmoClip | Sets this Weapon's Ammo in the Clip | ||
SetAmmoSettings | Aux for setting and configuring ammo | ||
SetAnimationCharacterFire | Animation played by the Character when Firing | ||
SetAnimationFire | Animation played by the Weapon when Firing | ||
SetAnimationReload | Animation played by the Character when Reloading | ||
SetAutoReload | If the Character will reload automatically when ammo empties | ||
SetBulletColor | Set the Bullet Color | ||
SetBulletSettings | Aux for setting and configuring the Bullet | ||
SetCadence | Speed of shots | ||
SetClipCapacity | Capacity of the Weapon's clip | ||
SetDamage | Set the Base Weapon's Damage | ||
SetHandlingMode | Sets how the Character grabs this Weapon | ||
SetLeftHandTransform | Left Hand Offset | ||
SetMagazineMesh | Set the mesh used when the Character reloads the weapon | ||
SetParticlesBarrel | Particle of the Fire Blast in the muzzle | ||
SetParticlesBulletTrail | Particle of the Bullet flying | ||
SetParticlesShells | Particle of the empty bullet flying from the weapon when shooting | ||
SetRecoil | Base Weapon's Recoil | ||
SetRightHandOffset | Set the offset of Right Hand | ||
SetSightFOVMultiplier | The FOV multiplier when ADS | ||
SetSightTransform | Offset applied to align player's head to weapon's sight and rotation applied on the weapon when ADS | ||
SetSoundAim | Sound when Aiming | ||
SetSoundDry | Sound when weapon has not bullet and try to shoot | ||
SetSoundFire | Sound when Shooting | ||
SetSoundFireLastBullets | Sound when firing with only having X remaining bullets in the magazine | ||
SetSoundLoad | Sound when Loading a magazine | ||
SetSoundUnload | Sound when Unloading a magazine | ||
SetSoundZooming | Sound when Zooming | ||
SetSpread | Base Weapon's Spread | ||
SetUsageSettings | Sets if the Weapon can hold to keep firing and if it needs to release to fire | ||
SetWallbangSettings | Sets how the bullet will pass through walls |
GetAmmoBag
Gets this Weapon's Ammo Bag
— Returns integer.
local ret = my_weapon:GetAmmoBag()
See also SetAmmoBag.
GetAmmoClip
Gets this Weapon's Ammo Clip
— Returns integer.
local ret = my_weapon:GetAmmoClip()
See also SetAmmoClip.
GetAmmoToReload
— Returns integer.
local ret = my_weapon:GetAmmoToReload()
GetAnimationCharacterFire
— Returns Animation Reference.
local ret = my_weapon:GetAnimationCharacterFire()
See also SetAnimationCharacterFire.
GetAnimationFire
— Returns Animation Reference.
local ret = my_weapon:GetAnimationFire()
See also SetAnimationFire.
GetAnimationReload
Gets the reload animation
— Returns Animation Reference.
local ret = my_weapon:GetAnimationReload()
See also SetAnimationReload.
GetBoneTransform
Gets a Bone Transform in world space given a bone name
— Returns table (with this format).
local ret = my_weapon:GetBoneTransform(bone_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name | Required parameter | No description provided |
GetBulletColor
— Returns Color.
local ret = my_weapon:GetBulletColor()
See also SetBulletColor.
GetBulletCount
— Returns integer.
local ret = my_weapon:GetBulletCount()
GetCadence
— Returns float.
local ret = my_weapon:GetCadence()
See also SetCadence.
GetCanHoldUse
— Returns boolean.
local ret = my_weapon:GetCanHoldUse()
GetClipCapacity
— Returns integer.
local ret = my_weapon:GetClipCapacity()
See also SetClipCapacity.
GetDamage
— Returns integer.
local ret = my_weapon:GetDamage()
See also SetDamage.
GetHandlingMode
— Returns HandlingMode.
local ret = my_weapon:GetHandlingMode()
See also SetHandlingMode.
GetHoldReleaseUse
— Returns boolean.
local ret = my_weapon:GetHoldReleaseUse()
GetLeftHandLocation
— Returns Vector.
local ret = my_weapon:GetLeftHandLocation()
GetLeftHandRotation
— Returns Rotator.
local ret = my_weapon:GetLeftHandRotation()
GetMagazineMesh
— Returns StaticMesh Reference.
local ret = my_weapon:GetMagazineMesh()
See also SetMagazineMesh.
GetParticlesBulletTrail
— Returns Particle Reference.
local ret = my_weapon:GetParticlesBulletTrail()
See also SetParticlesBulletTrail.
GetParticlesShells
— Returns Particle Reference.
local ret = my_weapon:GetParticlesShells()
See also SetParticlesShells.
GetRecoil
— Returns float.
local ret = my_weapon:GetRecoil()
See also SetRecoil.
GetRightHandOffset
— Returns Vector.
local ret = my_weapon:GetRightHandOffset()
See also SetRightHandOffset.
GetSightFOVMultiplier
— Returns float.
local ret = my_weapon:GetSightFOVMultiplier()
See also SetSightFOVMultiplier.
GetSightLocation
— Returns Vector.
local ret = my_weapon:GetSightLocation()
GetSightRotation
— Returns Rotator.
local ret = my_weapon:GetSightRotation()
GetSoundAim
— Returns Sound Reference.
local ret = my_weapon:GetSoundAim()
See also SetSoundAim.
GetSoundDry
— Returns Sound Reference.
local ret = my_weapon:GetSoundDry()
See also SetSoundDry.
GetSoundFire
— Returns Sound Reference.
local ret = my_weapon:GetSoundFire()
See also SetSoundFire.
GetSoundLoad
— Returns Sound Reference.
local ret = my_weapon:GetSoundLoad()
See also SetSoundLoad.
GetSoundUnload
— Returns Sound Reference.
local ret = my_weapon:GetSoundUnload()
See also SetSoundUnload.
GetSoundZooming
— Returns Sound Reference.
local ret = my_weapon:GetSoundZooming()
See also SetSoundZooming.
GetSpread
— Returns float.
local ret = my_weapon:GetSpread()
See also SetSpread.
PlayAnimation
Plays an Animation on this Weapon
my_weapon:PlayAnimation(animation_path, slot_name?, loop_indefinitely?, blend_in_time?, blend_out_time?, play_rate?, stop_all_montages?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_path | Required parameter | No description provided |
string | slot_name? | DefaultSlot | No description provided |
boolean | loop_indefinitely? | false | This parameter is only used if the Weapon has an Animation Blueprint |
float | blend_in_time? | 0.25 | This parameter is only used if the Weapon has an Animation Blueprint |
float | blend_out_time? | 0.25 | This parameter is only used if the Weapon has an Animation Blueprint |
float | play_rate? | 1.0 | This parameter is only used if the Weapon has an Animation Blueprint |
boolean | stop_all_montages? | false | Stops all running Montages from the same Group. This parameter is only used if the Weapon has an Animation Blueprint |
Reload
Forces this Weapon to reload (only if being handled by a Character)
my_weapon:Reload()
SetAmmoBag
Sets this Weapon's Ammo in the Bag
my_weapon:SetAmmoBag(new_ammo_bag)
Type | Parameter | Default | Description |
---|---|---|---|
integer | new_ammo_bag | Required parameter | No description provided |
See also GetAmmoBag.
SetAmmoClip
Sets this Weapon's Ammo in the Clip
my_weapon:SetAmmoClip(new_ammo_clip)
Type | Parameter | Default | Description |
---|---|---|---|
integer | new_ammo_clip | Required parameter | No description provided |
See also GetAmmoClip.
SetAmmoSettings
Aux for setting and configuring ammo
my_weapon:SetAmmoSettings(ammo_clip, ammo_bag, ammo_to_reload?, clip_capacity?)
Type | Parameter | Default | Description |
---|---|---|---|
integer | ammo_clip | Required parameter | No description provided |
integer | ammo_bag | Required parameter | No description provided |
integer | ammo_to_reload? | ammo_clip | No description provided |
integer | clip_capacity? | ammo_clip | No description provided |
SetAnimationCharacterFire
Animation played by the Character when Firing
my_weapon:SetAnimationCharacterFire(animation_character_fire_path, play_rate?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_character_fire_path | Required parameter | No description provided |
float | play_rate? | 1 | No description provided |
See also GetAnimationCharacterFire.
SetAnimationFire
Animation played by the Weapon when Firing
my_weapon:SetAnimationFire(animation_fire_path, play_rate?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_fire_path | Required parameter | No description provided |
float | play_rate? | 1 | No description provided |
See also GetAnimationFire.
SetAnimationReload
Animation played by the Character when Reloading
my_weapon:SetAnimationReload(reload_animation_path, play_rate?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | reload_animation_path | Required parameter | No description provided |
float | play_rate? | 1 | No description provided |
See also GetAnimationReload.
SetAutoReload
If the Character will reload automatically when ammo empties. Default is true
my_weapon:SetAutoReload(auto_reload)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | auto_reload | Required parameter | No description provided |
SetBulletColor
Set the Bullet Color
Only has effect if using Bullet Trail particle P_Bullet_Trail or if you particle has the Color parameter
my_weapon:SetBulletColor(bullet_color)
Type | Parameter | Default | Description |
---|---|---|---|
Color | bullet_color | Required parameter | No description provided |
See also GetBulletColor.
SetBulletSettings
Aux for setting and configuring the Bullet
my_weapon:SetBulletSettings(bullet_count, bullet_max_distance, bullet_velocity, bullet_color)
Type | Parameter | Default | Description |
---|---|---|---|
integer | bullet_count | Required parameter | 1 for common weapons > 1 for shotguns |
integer | bullet_max_distance | Required parameter | No description provided |
integer | bullet_velocity | Required parameter | Visuals only |
Color | bullet_color | Required parameter | No description provided |
SetCadence
Speed of shots
my_weapon:SetCadence(cadence)
Type | Parameter | Default | Description |
---|---|---|---|
float | cadence | Required parameter | 1 shot at each cadence second |
See also GetCadence.
SetClipCapacity
Capacity of the Weapon's clip
my_weapon:SetClipCapacity(clip)
Type | Parameter | Default | Description |
---|---|---|---|
integer | clip | Required parameter | No description provided |
See also GetClipCapacity.
SetDamage
Base Weapon's Damage
This will be multiplied by multiplier factors when hitting specific bones
my_weapon:SetDamage(damage)
Type | Parameter | Default | Description |
---|---|---|---|
integer | damage | Required parameter | No description provided |
See also GetDamage.
SetHandlingMode
Sets how the Character grabs this Weapon
my_weapon:SetHandlingMode(handling_mode)
Type | Parameter | Default | Description |
---|---|---|---|
HandlingMode | handling_mode | Required parameter | No description provided |
See also GetHandlingMode.
SetLeftHandTransform
Left Hand Offset
my_weapon:SetLeftHandTransform(left_hand_location, left_hand_rotation)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | left_hand_location | Required parameter | No description provided |
Rotator | left_hand_rotation | Required parameter | No description provided |
SetMagazineMesh
Set the mesh used when the Character reloads the weapon.
Will drop this Mesh as an animation effect.
my_weapon:SetMagazineMesh(magazine_mesh, magazine_mesh_hide_bone?)
Type | Parameter | Default | Description |
---|---|---|---|
StaticMesh Reference | magazine_mesh | Required parameter | No description provided |
string | magazine_mesh_hide_bone? | b_gun_mag | Weapon bone to hide when reloading it |
See also GetMagazineMesh.
SetParticlesBarrel
Particle of the Fire Blast in the muzzle
my_weapon:SetParticlesBarrel(particle_asset_path)
Type | Parameter | Default | Description |
---|---|---|---|
Particle Reference | particle_asset_path | Required parameter | No description provided |
SetParticlesBulletTrail
Particle of the Bullet flying
my_weapon:SetParticlesBulletTrail(particle_bullet_trail_asset_path)
Type | Parameter | Default | Description |
---|---|---|---|
Particle Reference | particle_bullet_trail_asset_path | Required parameter | No description provided |
See also GetParticlesBulletTrail.
SetParticlesShells
Particle of the empty bullet flying from the weapon when shooting
my_weapon:SetParticlesShells(particle_shells_asset_path)
Type | Parameter | Default | Description |
---|---|---|---|
Particle Reference | particle_shells_asset_path | Required parameter | No description provided |
See also GetParticlesShells.
SetRecoil
Base Weapon's Recoil
my_weapon:SetRecoil(recoil)
Type | Parameter | Default | Description |
---|---|---|---|
float | recoil | Required parameter | 0 means no Recoil, default is 1 |
See also GetRecoil.
SetRightHandOffset
Set the Offset of Right Hand. To position relative to the camera.
my_weapon:SetRightHandOffset(right_hand_offset)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | right_hand_offset | Required parameter | No description provided |
See also GetRightHandOffset.
SetSightFOVMultiplier
The FOV multiplier when ADS
my_weapon:SetSightFOVMultiplier(sight_fov_multiplier)
Type | Parameter | Default | Description |
---|---|---|---|
float | sight_fov_multiplier | Required parameter | No description provided |
See also GetSightFOVMultiplier.
SetSightTransform
Offset applied to align player's head to weapon's sight and rotation applied on the weapon when ADS
my_weapon:SetSightTransform(sight_location, sight_rotation)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | sight_location | Required parameter | No description provided |
Rotator | sight_rotation | Required parameter | No description provided |
SetSoundAim
Sound when Aiming
my_weapon:SetSoundAim(sound_aim_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_aim_asset_path | Required parameter | No description provided |
float | volume? | 1 | No description provided |
float | pitch? | 1 | No description provided |
See also GetSoundAim.
SetSoundDry
Sound when weapon has not bullet and try to shoot
my_weapon:SetSoundDry(sound_dry_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_dry_asset_path | Required parameter | No description provided |
float | volume? | 1 | No description provided |
float | pitch? | 1 | No description provided |
See also GetSoundDry.
SetSoundFire
Sound when Shooting
my_weapon:SetSoundFire(sound_fire_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_fire_asset_path | Required parameter | No description provided |
float | volume? | 1 | No description provided |
float | pitch? | 1 | No description provided |
See also GetSoundFire.
SetSoundFireLastBullets
Sound when firing with only having X remaining bullets in the magazine, useful for last shot 'ping' or sound when low on bullets
my_weapon:SetSoundFireLastBullets(sound_asset_path, remaining_bullets_count?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_asset_path | Required parameter | No description provided |
integer | remaining_bullets_count? | 1 | The amount of remaining bullet to start playing this sound |
SetSoundLoad
Sound when Loading a magazine
my_weapon:SetSoundLoad(sound_load_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_load_asset_path | Required parameter | No description provided |
float | volume? | 1 | No description provided |
float | pitch? | 1 | No description provided |
See also GetSoundLoad.
SetSoundUnload
Sound when Unloading a magazine
my_weapon:SetSoundUnload(sound_unload_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_unload_asset_path | Required parameter | No description provided |
float | volume? | 1 | No description provided |
float | pitch? | 1 | No description provided |
See also GetSoundUnload.
SetSoundZooming
Sound when Zooming
my_weapon:SetSoundZooming(sound_zooming_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_zooming_asset_path | Required parameter | No description provided |
float | volume? | 1 | No description provided |
float | pitch? | 1 | No description provided |
See also GetSoundZooming.
SetSpread
Base Weapon's Spread
my_weapon:SetSpread(spread)
Type | Parameter | Default | Description |
---|---|---|---|
float | spread | Required parameter | the higher the less precision - recommended value: 20 |
See also GetSpread.
SetUsageSettings
Sets if the Weapon can hold to keep firing and if it needs to release to fire
my_weapon:SetUsageSettings(can_hold_use, hold_release_use)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_hold_use | Required parameter | No description provided |
boolean | hold_release_use | Required parameter | No description provided |
SetWallbangSettings
Sets how the bullet will pass through walls
my_weapon:SetWallbangSettings(max_distance, damage_multiplier)
Type | Parameter | Default | Description |
---|---|---|---|
integer | max_distance | Required parameter | Max distance to pass through another wall |
float | damage_multiplier | Required parameter | Damage given if wallbangged |
🚀 Events
Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
Name | Description | |
---|---|---|
ClassRegister | Triggered when a new Class is registered with the Inheriting System | |
Destroy | Triggered when an Entity is destroyed | |
Spawn | Triggered when an Entity is spawned/created | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() |
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/Actor
Name | Description | |
---|---|---|
DimensionChange | Triggered when an Actor changes it's dimension |
Inherited Pickable Events
Base Pickablescripting-reference/classes/base-classes/Pickable
Name | Description | |
---|---|---|
Drop | When a Character drops this Pickable | |
Hit | When this Pickable hits something | |
Interact | Triggered when a Character interacts with this Pickable (i.e. tries to pick it up) | |
PickUp | Triggered When a Character picks this up | |
PullUse | Triggered when a Character presses the use button for this Pickable (i.e. clicks left mouse button with this equipped) | |
ReleaseUse | Triggered when a Character releases the use button for this Pickable (i.e. releases left mouse button with this equipped) |
Name | Description | |
---|---|---|
AmmoBagChange | When the Ammo Bag is changed, by reloading or manually setting through scripting | |
AmmoClipChange | When the Ammo Clip is changed, by reloading or manually setting through scripting | |
Fire | Triggered when Weapon fires (this will be triggered for each shot) | |
Reload | When a Weapon is reloaded, optionally by a Character |
AmmoBagChange
When the Ammo Bag is changed, by reloading or manually setting through scripting
Weapon.Subscribe("AmmoBagChange", function(self, old_ammo_clip, new_ammo_clip)
-- AmmoBagChange was called
end)
Type | Argument | Description |
---|---|---|
Weapon | self | No description provided |
integer | old_ammo_clip | No description provided |
integer | new_ammo_clip | No description provided |
AmmoClipChange
When the Ammo Clip is changed, by reloading or manually setting through scripting
Weapon.Subscribe("AmmoClipChange", function(self, old_ammo_clip, new_ammo_clip)
-- AmmoClipChange was called
end)
Type | Argument | Description |
---|---|---|
Weapon | self | No description provided |
integer | old_ammo_clip | No description provided |
integer | new_ammo_clip | No description provided |
Fire
Triggered when Weapon fires (this will be triggered for each shot)
Weapon.Subscribe("Fire", function(self, shooter)
-- Fire was called
end)
Reload
When a Weapon is reloaded, optionally by a Character
Weapon.Subscribe("Reload", function(self, character, ammo_to_reload)
-- Reload was called
end)