Passer au contenu principal
Version: dernière - a1.19.x ⚖️

🔫 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.

💂Authority
This class can only be spawned on 🟦 Server.
👪Inheritance
This class inherits from Base Actor Base Paintable Base Pickable .
tip

Please take a look at our Default's Weapon package with all built-in Weapons already properly configured and ready to use: https://github.com/nanos-world/nanos-world-weapons.

This Package is already included in the base game, you just need to Package.RequirePackage("nanos-world-weapons") and use it!

🎒 Examples

Server/Index.lua
-- 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 our Default Weapons Package https://github.com/nanos-world/nanos-world-weapons to spawn an AK47:

Server/Index.lua
-- Includes the nanos world Default Weapons Package in your Package
-- (you don't need to download it, just include it!)
Package.RequirePackage("nanos-world-weapons")

-- Spawning the AK47
local my_ak47 = NanosWorldWeapons.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-shooterViseur d'armegetting-started/tutorials-and-examples/weapon-scopeLampe de poche pour armegetting-started/tutorials-and-examples/weapon-flashlight

🏗️ Constructor

local my_weapon = Weapon(location, rotation, asset, collision_type?, gravity_enabled?)
TypeNameDefaultDescription
Vector location
Rotator rotation
SkeletalMesh Reference asset
CollisionTypecollision_typeCollisionType.Normal
boolean gravity_enabledtrue

🦠 Functions

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
DestroyDestroys this Actor
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
SetValueSets a value in this Actor
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
boolean IsValidReturns true if this Actor is valid (i.e. wasn't destroyed and points to a valid Actor)
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
number GetIDGets the universal network ID of this Actor (same on both client and server)
Vector GetLocationGets this Actor's location in the game world
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
Rotator GetRotationGets this Actor's angle in the game world
Vector GetForceGets this Actor's force (set by SetForce())
number 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
string GetTypeGets the type of this Actor
any GetValueGets a value stored on this Actor at the given key. Please refer to Entity Values for more information
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
function SubscribeSubscribes to an Event
UnsubscribeUnsubscribes all callbacks from this Event in this Actor within this Package, or only the callback passed
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 GetAssetNameGets the name of the asset this Pickable uses
Character or nilGetHandlerGets the Character, if it exists, that's holding this Pickable
ReturnsNameDescription
ReloadForces this Weapon to reload
SetAmmoBagSets this Weapon's Ammo in the Bag
SetAmmoClipSets this Weapon's Ammo in the Clip
SetAmmoSettingsAux for setting and configuring ammo
SetAnimationFireAnimation played by the Weapon when Firing
SetAnimationCharacterFireAnimation played by the Character when Firing
SetAnimationReloadAnimation played by the Character when Reloading
SetAutoReloadIf the Character will reload automatically when ammo empties
SetBulletColorSet the Bullet Color
SetAutoReloadSets if the Weapon auto reloads when ammo empties
SetBulletSettingsAux for setting and configuring the Bullet
SetCadenceSpeed of shots
SetClipCapacityCapacity of the Weapon's clip
SetDamageSet the Base Weapon's Damage
SetHandlingModeSets how the Character grabs this Weapon
SetLeftHandTransformLeft Hand Offset
SetMagazineMeshSet the mesh used when the Character reloads the weapon
SetParticlesBulletTrailParticle of the Bullet flying
SetParticlesBarrelParticle of the Fire Blast in the muzzle
SetParticlesShellsParticle of the empty bullet flying from the weapon when shooting
SetRightHandOffsetSet the offset of Right Hand
SetSightFOVMultiplierThe FOV multiplier when ADS
SetSightTransformOffset applied to align player's head to weapon's sight and rotation applied on the weapon when ADS
SetSoundDrySound when weapon has not bullet and try to shoot
SetSoundLoadSound when Loading a magazine
SetSoundUnloadSound when Unloading a magazine
SetSoundZoomingSound when Zooming
SetSoundFireSound when Shooting
SetSoundAimSound when Aiming
SetSoundFireLastBulletsSound when firing with only having X remaining bullets in the magazine
SetSpreadBase Weapon's Spread
SetRecoilBase Weapon's Recoil
SetUsageSettingsSets if the Weapon can hold to keep firing and if it needs to release to fire
SetWallbangSettingsSets how the bullet will pass through walls
number GetAmmoBagGets this Weapon's Ammo Bag
number GetAmmoClipGets this Weapon's Ammo Clip
number GetAmmoToReload
HandlingModeGetHandlingMode
string GetAnimationCharacterFire
string GetAnimationFire
string GetMagazineMesh
string GetParticlesBulletTrail
string GetParticlesShells
string GetSoundDry
string GetSoundLoad
string GetSoundUnload
string GetSoundZooming
string GetSoundAim
string GetSoundFire
boolean GetCanHoldUse
boolean GetHoldReleaseUse
table GetBoneTransformGets a Bone Transform in world space given a bone name
number GetBulletCount
Color GetBulletColor
number GetCadence
number GetClipCapacity
number GetDamage
Vector GetRightHandOffset
Vector GetLeftHandLocation
Rotator GetLeftHandRotation
Vector GetSightLocation
Rotator GetSightRotation
number GetSightFOVMultiplier
number GetSpread
number GetRecoil

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)
TypeParameterDefaultDescription
number new_ammo

SetAmmoClip

Sets this Weapon's Ammo in the Clip
my_weapon:SetAmmoClip(new_ammo)
TypeParameterDefaultDescription
number new_ammo

SetAmmoSettings

Aux for setting and configuring ammo
my_weapon:SetAmmoSettings(ammo_clip, ammo_bag, ammo_to_reload?, clip_capacity?)
TypeParameterDefaultDescription
number ammo_clip
number ammo_bag
number ammo_to_reload?ammo_clip
number clip_capacity?ammo_clip

SetAnimationFire

Animation played by the Weapon when Firing
my_weapon:SetAnimationFire(animation_asset_path, play_rate?)
TypeParameterDefaultDescription
Animation Reference animation_asset_path
number play_rate?1

SetAnimationCharacterFire

Animation played by the Character when Firing
my_weapon:SetAnimationCharacterFire(animation_path, play_rate?)
TypeParameterDefaultDescription
Animation Reference animation_path
number play_rate?1

SetAnimationReload

Animation played by the Character when Reloading
my_weapon:SetAnimationReload(animation_path, play_rate?)
TypeParameterDefaultDescription
Animation Reference animation_path
number play_rate?1

SetAutoReload

If the Character will reload automatically when ammo empties. Default is true
my_weapon:SetAutoReload(auto_reload)
TypeParameterDefaultDescription
boolean auto_reload

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(color)
TypeParameterDefaultDescription
Color color

SetAutoReload

Sets if the Weapon auto reloads when ammo empties
my_weapon:SetAutoReload(auto_reload)
TypeParameterDefaultDescription
boolean auto_reload

SetBulletSettings

Aux for setting and configuring the Bullet
my_weapon:SetBulletSettings(bullet_count, bullet_max_distance, bullet_velocity, bullet_color)
TypeParameterDefaultDescription
number bullet_count1 for common weapons
> 1 for shotguns
number bullet_max_distance
number bullet_velocityVisuals only
Color bullet_color

SetCadence

Speed of shots
my_weapon:SetCadence(cadence)
TypeParameterDefaultDescription
number cadence1 shot at each cadence second

SetClipCapacity

Capacity of the Weapon's clip
my_weapon:SetClipCapacity(clip)
TypeParameterDefaultDescription
number clip

SetDamage

Base Weapon's Damage

This will be multiplied by multiplier factors when hitting specific bones
my_weapon:SetDamage(damage)
TypeParameterDefaultDescription
number damage

SetHandlingMode

Sets how the Character grabs this Weapon
my_weapon:SetHandlingMode(mode)
TypeParameterDefaultDescription
HandlingModemode

SetLeftHandTransform

Left Hand Offset
my_weapon:SetLeftHandTransform(location, rotation)
TypeParameterDefaultDescription
Vector location
Rotator rotation

SetMagazineMesh

Set the mesh used when the Character reloads the weapon.

Will drop this Mesh as an animation effect.
my_weapon:SetMagazineMesh(static_mesh_asset_path, magazine_mesh_hide_bone?)
TypeParameterDefaultDescription
StaticMesh Reference static_mesh_asset_path
string magazine_mesh_hide_bone?b_gun_magWeapon bone to hide when reloading it

SetParticlesBulletTrail

Particle of the Bullet flying
my_weapon:SetParticlesBulletTrail(particle_asset_path)
TypeParameterDefaultDescription
Particle Reference particle_asset_path

SetParticlesBarrel

Particle of the Fire Blast in the muzzle
my_weapon:SetParticlesBarrel(particle_asset_path)
TypeParameterDefaultDescription
Particle Reference particle_asset_path

SetParticlesShells

Particle of the empty bullet flying from the weapon when shooting
my_weapon:SetParticlesShells(particle_asset_path)
TypeParameterDefaultDescription
Particle Reference particle_asset_path

SetRightHandOffset

Set the Offset of Right Hand. To position relative to the camera.
my_weapon:SetRightHandOffset(offset)
TypeParameterDefaultDescription
Vector offset

SetSightFOVMultiplier

The FOV multiplier when ADS
my_weapon:SetSightFOVMultiplier(multiplier)
TypeParameterDefaultDescription
number multiplier

SetSightTransform

Offset applied to align player's head to weapon's sight and rotation applied on the weapon when ADS
my_weapon:SetSightTransform(location, rotation)
TypeParameterDefaultDescription
Vector location
Rotator rotation

SetSoundDry

Sound when weapon has not bullet and try to shoot
my_weapon:SetSoundDry(sound_asset_path, volume?, pitch?)
TypeParameterDefaultDescription
Sound Reference sound_asset_path
number volume?1
number pitch?1

SetSoundLoad

Sound when Loading a magazine
my_weapon:SetSoundLoad(sound_asset_path, volume?, pitch?)
TypeParameterDefaultDescription
Sound Reference sound_asset_path
number volume?1
number pitch?1

SetSoundUnload

Sound when Unloading a magazine
my_weapon:SetSoundUnload(sound_asset_path, volume?, pitch?)
TypeParameterDefaultDescription
Sound Reference sound_asset_path
number volume?1
number pitch?1

SetSoundZooming

Sound when Zooming
my_weapon:SetSoundZooming(sound_asset_path, volume?, pitch?)
TypeParameterDefaultDescription
Sound Reference sound_asset_path
number volume?1
number pitch?1

SetSoundFire

Sound when Shooting
my_weapon:SetSoundFire(sound_asset_path, volume?, pitch?)
TypeParameterDefaultDescription
Sound Reference sound_asset_path
number volume?1
number pitch?1

SetSoundAim

Sound when Aiming
my_weapon:SetSoundAim(sound_asset_path, volume?, pitch?)
TypeParameterDefaultDescription
Sound Reference sound_asset_path
number volume?1
number pitch?1

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?)
TypeParameterDefaultDescription
Sound Reference sound_asset_path
number remaining_bullets_count?1The amount of remaining bullet to start playing this sound

SetSpread

Base Weapon's Spread
my_weapon:SetSpread(spread)
TypeParameterDefaultDescription
number spreadthe higher the less precision - recommended value: 20

SetRecoil

Base Weapon's Recoil
my_weapon:SetRecoil(recoil)
TypeParameterDefaultDescription
number recoil0 means no Recoil, default is 1

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)
TypeParameterDefaultDescription
boolean can_hold_use
boolean hold_release_use

SetWallbangSettings

Sets how the bullet will pass through walls
my_weapon:SetWallbangSettings(max_distance, damage_multiplier)
TypeParameterDefaultDescription
number max_distanceMax distance to pass through another wall
number damage_multiplierDamage given if wallbangged

GetAmmoBag

Gets this Weapon's Ammo Bag

Returns number ()
local ret = my_weapon:GetAmmoBag()

GetAmmoClip

Gets this Weapon's Ammo Clip

Returns number ()
local ret = my_weapon:GetAmmoClip()

GetAmmoToReload



Returns number ()
local ret = my_weapon:GetAmmoToReload()

GetHandlingMode



Returns HandlingMode ()
local ret = my_weapon:GetHandlingMode()

GetAnimationCharacterFire



Returns string ()
local ret = my_weapon:GetAnimationCharacterFire()

GetAnimationFire



Returns string ()
local ret = my_weapon:GetAnimationFire()

GetMagazineMesh



Returns string ()
local ret = my_weapon:GetMagazineMesh()

GetParticlesBulletTrail



Returns string ()
local ret = my_weapon:GetParticlesBulletTrail()

GetParticlesShells



Returns string ()
local ret = my_weapon:GetParticlesShells()

GetSoundDry



Returns string ()
local ret = my_weapon:GetSoundDry()

GetSoundLoad



Returns string ()
local ret = my_weapon:GetSoundLoad()

GetSoundUnload



Returns string ()
local ret = my_weapon:GetSoundUnload()

GetSoundZooming



Returns string ()
local ret = my_weapon:GetSoundZooming()

GetSoundAim



Returns string ()
local ret = my_weapon:GetSoundAim()

GetSoundFire



Returns string ()
local ret = my_weapon:GetSoundFire()

GetCanHoldUse



Returns boolean ()
local ret = my_weapon:GetCanHoldUse()

GetHoldReleaseUse



Returns boolean ()
local ret = my_weapon:GetHoldReleaseUse()

GetBoneTransform

Gets a Bone Transform in world space given a bone name

Returns table (in the format { Location: Vector, Rotation: Rotator })
local ret = my_weapon:GetBoneTransform(bone_name)
TypeParameterDefaultDescription
string bone_name

GetBulletCount



Returns number ()
local ret = my_weapon:GetBulletCount()

GetBulletColor



Returns Color ()
local ret = my_weapon:GetBulletColor()

GetCadence



Returns number ()
local ret = my_weapon:GetCadence()

GetClipCapacity



Returns number ()
local ret = my_weapon:GetClipCapacity()

GetDamage



Returns number ()
local ret = my_weapon:GetDamage()

GetRightHandOffset



Returns Vector ()
local ret = my_weapon:GetRightHandOffset()

GetLeftHandLocation



Returns Vector ()
local ret = my_weapon:GetLeftHandLocation()

GetLeftHandRotation



Returns Rotator ()
local ret = my_weapon:GetLeftHandRotation()

GetSightLocation



Returns Vector ()
local ret = my_weapon:GetSightLocation()

GetSightRotation



Returns Rotator ()
local ret = my_weapon:GetSightRotation()

GetSightFOVMultiplier



Returns number ()
local ret = my_weapon:GetSightFOVMultiplier()

GetSpread



Returns number ()
local ret = my_weapon:GetSpread()

GetRecoil



Returns number ()
local ret = my_weapon:GetRecoil()

🚀 Events

Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
NameDescription
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
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
FireTriggered when Weapon fires (this will be triggered for each shot)
ReloadWhen a Weapon is reloaded, optionally by a Character
AmmoClipChangedWhen the Ammo Clip is changed, by reloading or manually setting through scripting
AmmoBagChangedWhen the Ammo Bag is changed, by reloading or manually setting through scripting

Fire

Triggered when Weapon fires (this will be triggered for each shot)
Weapon.Subscribe("Fire", function(self, shooter)

end)
TypeArgumentDescription
Weapon self
Character shooter

Reload

When a Weapon is reloaded, optionally by a Character
Weapon.Subscribe("Reload", function(self, character, ammo_to_reload)

end)
TypeArgumentDescription
Weapon self
Character character
number ammo_to_reload

AmmoClipChanged

When the Ammo Clip is changed, by reloading or manually setting through scripting
Weapon.Subscribe("AmmoClipChanged", function(self, old_ammo_clip, new_ammo_clip)

end)
TypeArgumentDescription
Weapon self
number old_ammo_clip
number new_ammo_clip

AmmoBagChanged

When the Ammo Bag is changed, by reloading or manually setting through scripting
Weapon.Subscribe("AmmoBagChanged", function(self, old_ammo_clip, new_ammo_clip)

end)
TypeArgumentDescription
Weapon self
number old_ammo_clip
number new_ammo_clip