🔫 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)
More related examples:
Prop Shootergetting-started/tutorials-and-examples/prop-shooter Weapon Scopegetting-started/tutorials-and-examples/weapon-scope Weapon Flashlightgetting-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 |
![Both Sides](/img/scripting/both.png)
GetAmmoBag
Gets this Weapon's Ammo Bag
— Returns integer.
local ret = my_weapon:GetAmmoBag()
See also SetAmmoBag.
![Both Sides](/img/scripting/both.png)
GetAmmoClip
Gets this Weapon's Ammo Clip
— Returns integer.
local ret = my_weapon:GetAmmoClip()
See also SetAmmoClip.
![Both Sides](/img/scripting/both.png)
GetAmmoToReload
— Returns integer.
local ret = my_weapon:GetAmmoToReload()
![Both Sides](/img/scripting/both.png)
GetAnimationCharacterFire
— Returns Animation Reference.
local ret = my_weapon:GetAnimationCharacterFire()
See also SetAnimationCharacterFire.
![Both Sides](/img/scripting/both.png)
GetAnimationFire
— Returns Animation Reference.
local ret = my_weapon:GetAnimationFire()
See also SetAnimationFire.
![Both Sides](/img/scripting/both.png)
GetAnimationReload
Gets the reload animation
— Returns Animation Reference.
local ret = my_weapon:GetAnimationReload()
See also SetAnimationReload.
![Client Only](/img/scripting/client-only.svg)
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 |
![Both Sides](/img/scripting/both.png)
GetBulletColor
— Returns Color.
local ret = my_weapon:GetBulletColor()
See also SetBulletColor.
![Both Sides](/img/scripting/both.png)
GetBulletCount
— Returns integer.
local ret = my_weapon:GetBulletCount()
![Both Sides](/img/scripting/both.png)
GetCadence
— Returns float.
local ret = my_weapon:GetCadence()
See also SetCadence.
![Both Sides](/img/scripting/both.png)
GetCanHoldUse
— Returns boolean.
local ret = my_weapon:GetCanHoldUse()
![Both Sides](/img/scripting/both.png)
GetClipCapacity
— Returns integer.
local ret = my_weapon:GetClipCapacity()
See also SetClipCapacity.
![Both Sides](/img/scripting/both.png)
GetDamage
— Returns integer.
local ret = my_weapon:GetDamage()
See also SetDamage.
![Both Sides](/img/scripting/both.png)
GetHandlingMode
— Returns HandlingMode.
local ret = my_weapon:GetHandlingMode()
See also SetHandlingMode.
![Both Sides](/img/scripting/both.png)
GetHoldReleaseUse
— Returns boolean.
local ret = my_weapon:GetHoldReleaseUse()
![Both Sides](/img/scripting/both.png)
GetLeftHandLocation
— Returns Vector.
local ret = my_weapon:GetLeftHandLocation()
![Both Sides](/img/scripting/both.png)
GetLeftHandRotation
— Returns Rotator.
local ret = my_weapon:GetLeftHandRotation()
![Both Sides](/img/scripting/both.png)
GetMagazineMesh
— Returns StaticMesh Reference.
local ret = my_weapon:GetMagazineMesh()
See also SetMagazineMesh.
![Both Sides](/img/scripting/both.png)
GetParticlesBulletTrail
— Returns Particle Reference.
local ret = my_weapon:GetParticlesBulletTrail()
See also SetParticlesBulletTrail.
![Both Sides](/img/scripting/both.png)
GetParticlesShells
— Returns Particle Reference.
local ret = my_weapon:GetParticlesShells()
See also SetParticlesShells.
![Both Sides](/img/scripting/both.png)
GetRecoil
— Returns float.
local ret = my_weapon:GetRecoil()
See also SetRecoil.
![Both Sides](/img/scripting/both.png)
GetRightHandOffset
— Returns Vector.
local ret = my_weapon:GetRightHandOffset()
See also SetRightHandOffset.
![Both Sides](/img/scripting/both.png)
GetSightFOVMultiplier
— Returns float.
local ret = my_weapon:GetSightFOVMultiplier()
See also SetSightFOVMultiplier.
![Both Sides](/img/scripting/both.png)
GetSightLocation
— Returns Vector.
local ret = my_weapon:GetSightLocation()
![Both Sides](/img/scripting/both.png)
GetSightRotation
— Returns Rotator.
local ret = my_weapon:GetSightRotation()
![Both Sides](/img/scripting/both.png)
GetSoundAim
— Returns Sound Reference.
local ret = my_weapon:GetSoundAim()
See also SetSoundAim.
![Both Sides](/img/scripting/both.png)
GetSoundDry
— Returns Sound Reference.
local ret = my_weapon:GetSoundDry()
See also SetSoundDry.
![Both Sides](/img/scripting/both.png)
GetSoundFire
— Returns Sound Reference.
local ret = my_weapon:GetSoundFire()
See also SetSoundFire.
![Both Sides](/img/scripting/both.png)
GetSoundLoad
— Returns Sound Reference.
local ret = my_weapon:GetSoundLoad()
See also SetSoundLoad.
![Both Sides](/img/scripting/both.png)
GetSoundUnload
— Returns Sound Reference.
local ret = my_weapon:GetSoundUnload()
See also SetSoundUnload.
![Both Sides](/img/scripting/both.png)
GetSoundZooming
— Returns Sound Reference.
local ret = my_weapon:GetSoundZooming()
See also SetSoundZooming.
![Both Sides](/img/scripting/both.png)
GetSpread
— Returns float.
local ret = my_weapon:GetSpread()
See also SetSpread.
![Both Sides](/img/scripting/both.png)
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 |
![Server Only](/img/scripting/server-only.svg)
Reload
Forces this Weapon to reload (only if being handled by a Character)
my_weapon:Reload()
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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 |
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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 |
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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 |
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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 |
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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 |
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
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.
![Server Only](/img/scripting/server-only.svg)
SetSightFOVMultiplier
The FOV multiplier when ADS
my_weapon:SetSightFOVMultiplier(sight_fov_multiplier)