Grenade

Chad Grenade

Usage

local NewGrenade = Grenade(
  Vector(-900, 185, 215),
  Rotator(0, 90, 90),
  "NanosWorld::SM_Grenade_G67"
)

Constructor Parameters

Type

Name

Default

Vector

Location

Vector(0, 0, 0)

Rotator

Rotation

Rotation(0, 0, 0)

string

ModelName

number

CollisionType

0 (Normal)

boolean

GravityEnabled

true

Properties

Type

Name

Description

client-read-only-label

number

BaseDamage

Grenade’s Base Damage

client-read-only-label

number

DamageFalloff

Grenade’s

client-read-only-label

number

DamageInnerRadius

Grenade’s

client-read-only-label

number

MinimumDamage

Grenade’s Base Damage

client-read-only-label

number

TimeToExplode

Grenade’s

Functions

Returns

Name

Parameters

Description

Functions (Inherited from Pickable)

Returns

Name

Description

server-only-label

AddSkeletalMeshAttached(string ID, string StaticMeshPath)

Spawns and Attaches a SkeletalMesh into this Actor, the SkeletalMesh must have the same Skeletal used by this Actor Mesh, and will follow all animations from it. Uses a custom ID to be used for removing it further

server-only-label

AddStaticMeshAttached(string ID, string StaticMeshPath, string Socket = “”, Vector RelativeLocation = Vector(), Rotator RelativeRotation = Rotator())

Spawns and Attaches a StaticMesh into this Actor in a Socket with relative Location and Rotation. Uses a custom ID to be used for removing it further

server-only-label

PullUse()

Force this Pickable to be used (e.g. if this is a Weapon, will fire)

server-only-label

ReleaseUse()

Force this Pickable to be released the usage

server-only-label

RemoveSkeletalMeshAttached(string ID)

Removes, if existing, a SkeletalMesh from this Actor given it’s custom ID

server-only-label

RemoveStaticMeshAttached(string ID)

Removes, if existing, a StaticMesh from this Actor given it’s custom ID

string

GetAssetName()

Gets the Asset name

Character

GetHandler()

Gets the Character (if existing) which is holding this

Functions (Inherited from Actor)

Returns

Name

Description

server-only-label

AddImpulse(Vector Force)

Applies a Force in world coordinate on this Actor (the force is applied on Client side, by the (in most of cases) the closest player of this object)

server-only-label

AttachTo(Actor Other, string BoneName, Vector RelativeLocation, Rotator RelativeRotation)

Attaches this Actor to any other Actor with a Relative Offset/Rotation

server-only-label

Destroy()

Destroys this Actor

server-only-label

SetCollision(number CollisionType)

Sets the actor’s collision (0 - Normal, 1 - Static Only, 2 - No Collision)

server-only-label

SetGravityEnabled(boolean NewGravity)

Sets the actor’s gravity enabled

client-only-label

SetHighlightEnabled(boolean Enabled)

Sets if this Actors is Highlighting

server-only-label

SetInitialLocation(Vector NewInitialLocation)

Sets the initial location

server-only-label

SetLocation(Vector NewLocation)

Sets the actor’s location in the game world

server-only-label

SetRotation(Rotator NewRotation)

Sets the actor’s rotation in the game world

server-only-label

SetScale(Vector Scale)

Sets the actor’s scale

server-only-label

SetTintColor(Color NewTintColor)

Sets the tint color, for completely paint an object, multiply the color by 10 or 100

SetValue(string Key, any Value)

Sets a value in this entity, which can be accessed by any package (local only)

boolean

IsGravityEnabled()

Gets the actor’s gravity enabled

boolean

IsValid()

Returns if this is Valid

number

GetCollision()

Gets the current actor’s collision

number

GetID()

Gets the network ID of this entity (same in both client and server)

Vector

GetLocation()

Get the actor’s position in the game world

server-only-label

Vector

GetInitialLocation()

Gets the initial location

Rotator

GetRotation()

Gets the actor’s rotation in the game world

Vector

GetScale()

Gets the actor’s scale

Color

GetTintColor()

Gets the Tint Color

string

GetType()

Returns the type of this Actor

any

GetValue(string Key)

Gets a value given a key

Events

Name

Arguments

Description

Explode

Grenade

Grenade has exploded

Throw

Grenade

Grenade has been thrown

Events (Inherited from Pickable)

Name

Arguments

Description

Drop

Entity pickable, Character character, boolean WasTriggeredByPlayer

When a Character drops this

PickUp

Entity pickable, Character character

When a Character picks up this

Events (Inherited from Actor)

Name

Arguments

Description

Destroy

Entity actor

Triggered when an Entity is Destroyed

Spawn

Entity actor

Triggered when an Entity is Spawned/Created