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Version: latest - a1.11.0 ⚖️

💣 Grenade

Chad Grenade


🟦 Authority: This class can only be spawned on Server.

Inheritance: This class inherits from Base Actor, Base Paintable and Base Pickable.


local new_grenade = Grenade(
Vector(-900, 185, 215),
Rotator(0, 90, 90),

Constructor Parameters

VectorlocationVector(0, 0, 0)
RotatorrotationRotator(0, 0, 0)
StaticMesh Referencestatic_mesh_asset"nanos-world::SM_Grenade_G67"
Particle Referenceexplosion_particles"nanos-world::P_Grenade_Special"
Sound Referenceexplosion_sound"nanos-world::A_Explosion_Large"

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!


Inherited Actor Functions
AddImpulseApplies a Force in world space to this Actor
AttachToAttaches this Actor to another Actor
DestroyDestroys this Actor
DetachDetaches this Actor if attached
SetCollisionSets this Actor's collision type
SetForceAdds a permanent force to this Actor
SetGravityEnabledSets whether gravity is enabled on this Actor
SetVisibilitySets the Actor visibility
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
SetLocationSets this Actor's location in the game world
SetNetworkAuthoritySets the Player this Actor will have its physics calculated on Network Authority
SetRelativeLocationSets this Actor's relative location in local space
SetRelativeRotationSets this Actor's relative rotation in local space
SetRotationSets this Actor's rotation in the game world
SetScaleSets this Actor's scale
SetValueSets a value in this Actor, which can be accessed by any package
TranslateToSmoothly moves this Actor to the specified location
RotateToSmoothly rotates this Actor to the specified angle
booleanHasNetworkAuthorityGets if the LocalPlayer is currently the Network Authority of this Actor
booleanHasAuthorityGets if this Actor was spawned by the client side
booleanIsBeingDestroyedGets if this Actor is being destroyed
booleanIsGravityEnabledGets whether gravity is enabled on this Actor
booleanIsVisibleGets whether this actor is Visible or not
booleanIsInWaterGets if this Actor is in water
booleanIsNetworkDistributedGets if this Actor is currently Network Distributed
booleanIsValidReturns if this Actor is valid (i.e. not destroyed)
tableGetAttachedEntitiesGets all Actors attached to this Actor
anyGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
numberGetCollisionGets this Actor's collision type
numberGetIDGets the universal network ID of this Actor
VectorGetLocationGets this Actor's location in the game world
RotatorGetRotationGets this Actor's angle in the game world
VectorGetForceGets this Actor's scale
VectorGetScaleGets this Actor's scale
stringGetTypeGets the type of this Actor
anyGetValueGets a value stored on this Actor at the given key
VectorGetVelocityReturns this Actor's current velocity
stringAddActorTagAdds an Unreal Actor Tag to this Actor
stringRemoveActorTagRemove an Unreal Actor Tag from this Actor
tableGetActorTagsGets all Unreal Actor Tags from this Actor
functionSubscribeSubscribes to an Event
UnsubscribeUnsubscribes from an Event
Inherited Pickable Functions
AddSkeletalMeshAttachedSpawns and attaches a SkeletalMesh to this Pickable
AddStaticMeshAttachedSpawns and attaches a StaticMesh to this Pickable
PullUseTriggers the PullUse event on this Pickable
ReleaseUseTriggers the ReleaseUse event on this Pickable
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 adjustment of the Attachment
SetCrosshairMaterialSets the crosshair material for this Pickable
SetPickableSets if this Pickable can be grabbed
stringGetAssetNameGets the name of the asset this Pickable uses
CharacterGetHandlerGets the Character, if it exists, that's holding this Pickable
Inherited Paintable Functions
SetMaterialSets the material at the specified index of this Actor
SetMaterialFromWebUISets the material at the specified index of this Actor to a WebUI object
SetMaterialFromSceneCaptureSets the material at the specified index of this Actor to a SceneCapture 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
Valeur retournéeNomDescription
ExplodeForces this grenade to Explode
SetDamageSets Damage parameters of this Grenade
SetTimeToExplodeSet Time until Explosion after thrown
SetThrowForceSet Impulse applied when throwing
numberGetBaseDamageDamage at Inner Radius
numberGetDamageFalloffRadius which BaseDamage will apply proportionally
numberGetDamageInnerRadiusRadius which MinimumDamage will apply
numberGetDamageOuterRadiusRadius which BaseDamage will apply
numberGetMinimumDamageDamage at Outer Radius
numberGetTimeToExplodeTime until Explosion
numberGetThrowForceImpulse applied when throwing


Forces this grenade to Explode



Sets Damage parameters of this Grenade

my_grenade:SetDamage(base_damage, minimum_damage, damage_inner_radius, damage_outer_radius, damage_falloff)
TypeParameterDefault ValueDescription
numberbase_damage90Max damage when inner radius
numberminimum_damage0Min damage when outer radius
numberdamage_inner_radius200Radius which damage will be 100%
numberdamage_outer_radius1000Radius which damage will be interpoled through falloff
numberdamage_falloff1Lerp function between Max and Min damage


Inherited Actor Events
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
DropWhen a Character drops this Pickable
HitWhen this Pickable hits something
InteractWhen a Character interacts with this Pickable
PickUpWhen a Character picks this up
PullUseWhen a Character presses the use button for this Pickable (i.e. clicks left mouse button with this equipped)
ReleaseUseWhen a Character releases the use button for this Pickable (i.e. releases left mouse button with this equipped)
ExplodeGrenade has exploded
ThrowGrenade has been thrown


Triggered when the has exploded

Grenade.Subscribe("Explode", function(self)
-- called when a grenade explodes
GrenadeselfThe grenade which exploded


Triggered when the has been thrown

Grenade.Subscribe("Throw", function(self, handler)
-- called when a grenade is thrown
GrenadeselfThe grenade which has been thrown
CharacterhandlerThe Character which has thrown