Passer au contenu principal
Version: latest - a1.30.x ⚖️

🔪 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.
👪Inheritance
This class shares methods and events from Base Entity Base Actor Base Paintable Base Pickable .

🎒 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
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!

🗿 Static Functions

Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/entity
ReturnsNameDescription
table of Base Entity GetAllReturns a table containing all Entities of the class this is called on
Base Entity GetByIndexReturns a specific Entity of this class at an index
integer GetCountReturns how many Entities of this class exist
iterator GetPairsReturns an iterator with all Entities of this class to be used with pairs()
table InheritInherits this class with the Inheriting System
table of table GetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
boolean IsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
function SubscribeSubscribes to an Event for all entities of this Class
function SubscribeRemoteSubscribes 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 entity doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
integer GetIDGets the universal network ID of this Entity (same on both client and server)
table GetClassGets the class of this entity
boolean IsARecursively checks if this entity is inherited from a Class
function SubscribeSubscribes to an Event on this specific entity
function SubscribeRemoteSubscribes 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
SetValueSets a Value in this Entity
any GetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
boolean IsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
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
DetachDetaches this Actor from AttachedTo Actor
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
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
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority betwen players
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
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
Vector GetLocationGets this Actor's location in the game world
Vector GetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
Rotator GetRotationGets this Actor's angle in the game world
Rotator GetRelativeRotationGets this Actor's Relative Rotation if it's attached
Vector GetForceGets this Actor's force (set by SetForce())
integer GetDimensionGets this Actor's dimension
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
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
boolean WasRecentlyRenderedGets if this Actor was recently rendered on screen
float GetDistanceFromCameraGets the distance of this Actor from the Camera
float GetScreenPercentageGets the percentage of this Actor size in the screen
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 GetMeshGets 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
integer GetBaseDamageGets the Base Damage
float 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
float 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
float volume
float 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
integer 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
float damage_start_timeThe initial time to start applying damage
float damage_duration_timeThe duration time to stop applying damage

SetCooldown

Sets the cooldown between attacking
my_melee:SetCooldown(cooldown)
TypeParameterDefaultDescription
float 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 integer
local ret = my_melee:GetBaseDamage()

GetCooldown

Gets the Cooldown between usages

Returns float
local ret = my_melee:GetCooldown()

🚀 Events

Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
NameDescription
DimensionChangeTriggered when an Actor changes it's dimension
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