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Character

Characters represents Actors which can be possessed, can move and interact with world. They are the default Skeletal Mesh Character built for HELIX.

💂Authority
This class can only be spawned on 🟦 Server side.
👪Inheritance
This class shares methods and events from Base Entity, Base Actor, Base Paintable, Damageable.

Characters are Skeletal Meshes using Unreal's Mannequin Skeletal, with animations and interactivity already natively integrated into HELIX. It is possible to import any Skeletal Mesh (which uses Unreal's Mannequin Skeletal) to this Character.

Examples​

Server/Index.lua
-- The following examples are using all Skeletal Meshes which we currently have:
local male = Character(Vector(200, 0, 100), Rotator(0, 0, 0), "helix::SK_Male")
local manny = Character(Vector(300, 0, 100), Rotator(0, 0, 0), "helix::SK_Manny")
local quinn = Character(Vector(400, 0, 100), Rotator(0, 0, 0), "helix::SK_Quinn")

-- Adds head to Male
new_char:AddSkeletalMeshAttached("head", "helix::SK_Male_Head")

More related examples:

Play as Propgetting-started/code-examples/play-as-propNametagsgetting-started/code-examples/name-tags

Constructors​

Default Constructor​

local my_character = Character(location, rotation, skeletal_mesh, collision_type?, gravity_enabled?, max_health?, death_sound?, pain_sound?)
TypeNameDefaultDescription
Vectorlocation
Rotatorrotation
SkeletalMesh Referenceskeletal_mesh
CollisionTypecollision_typeCollisionType.Normal
booleangravity_enabledtrue
integermax_health100Current / Max Health
Sound Referencedeath_soundhelix::A_Male_01_DeathPlayed when Character dies
Sound Referencepain_soundhelix::A_Male_01_PainPlayed when Character takes damage

Static Functions​

Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
tableInheritInherits this class with the Inheriting System
table of tableGetInheritedClassesGets 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
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes 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
integerGetIDGets the universal network ID of this Entity (same on both client and server)
tableGetClassGets the class of this entity
booleanIsARecursively checks if this entity is inherited from a Class
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes 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
anyGetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
booleanIsValidReturns 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 between players
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsVisibleReturns true if this Actor is visible
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
VectorGetLocationGets this Actor's location in the game world
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
RotatorGetRotationGets this Actor's angle in the game world
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
VectorGetForceGets this Actor's force (set by SetForce())
integerGetDimensionGets this Actor's dimension
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanHasAuthorityGets if this Actor was spawned by the client side
VectorGetScaleGets this Actor's scale
VectorGetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
floatGetScreenPercentageGets 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 Damageable Functions
Base Damageablescripting-reference/classes/base-classes/Damageable
ReturnsNameDescription
integerApplyDamageDo damage to this entity
integerGetHealthGets the current health
integerGetMaxHealthGets the Max Health
RespawnRespawns the Entity, fullying it's Health and moving it to it's Initial Location
SetHealthSets the Health of this Entity
SetMaxHealthSets the MaxHealth of this Entity
ReturnsNameDescription
AddSkeletalMeshAttachedSpawns and Attaches a SkeletalMesh into this Character
AddStaticMeshAttachedSpawns and Attaches a StaticMesh into this Character
DropDrops any Pickable the Character is holding
EnterVehicleEnters the Vehicle at Seat (0 - Driver)
GrabPropGives a Prop to the Character
HideBoneHides a bone of this Character
UnHideBoneUnHide a bone of this Character
booleanIsBoneHiddenGets if a bone is hidden
JumpTriggers this Character to jump
LeaveVehicleLeaves the current Vehicle
LookAtAI: Tries to make this Character to look at Location
MoveToAI: Makes this Character to walk to the Location
FollowAI: Makes this Character to follow another actor
StopMovementAI: Stops the movement
PickUpGives a Melee/Grenade/Weapon (Pickable) to the Character
PlayAnimationPlays an Animation Montage on this character
StopAnimationStops an Animation Montage on this character
RemoveSkeletalMeshAttachedRemoves, if existing, a SkeletalMesh from this Character given it's custom ID
RemoveStaticMeshAttachedRemoves, if existing, a StaticMesh from this Character given it's custom ID
RemoveAllStaticMeshesAttachedRemoves all StaticMeshes attached
RemoveAllSkeletalMeshesAttachedRemoves all SkeletalMeshes attached
SetAnimationIdleWalkRunStandingSets the Blend Space (2D) Animation for Standing
SetAnimationIdleWalkRunCrouchingSets the Blend Space (2D) Animation for Crouching

Horizontal Axis stands for Speed X and Vertical Axis for Speed Y
SetAnimationIdleWalkRunProningSets the Blend Space (2D) Animation for Proning

Horizontal Axis stands for Speed X and Vertical Axis for Speed Y
SetAnimationsTransitionStandingCrouchingSets the Transition Animation between Standing and Crouching
SetAnimationsTransitionCrouchingProningSets the Transition Animation between Crouching and Proning
SetAccelerationSettingsSets the Movement Max Acceleration of this Character
SetBrakingSettingsSets the Movement Braking Settings of this Character
SetCameraModeSets the Camera Mode
SetCameraOffsetSets the Camera Offset (only affects TPS)
SetCanCrouchSets if this Character is allowed to Crouch and to Prone
SetCanAimSets if this Character is allowed to Aim
SetCanDropSets if this Character is allowed to Drop the Picked up item
SetCanJumpSets if this Character is allowed to Jump
SetCanDiveSets if this Character is allowed to Dive
SetCanSprintSets if this Character is allowed to Sprint
SetCanGrabPropsSets if this Character is allowed to Grab any Prop
SetCanPickupPickablesSets if this Character is allowed to Pick up any Pickable (Weapon, Grenade, Melee...)
SetCanPunchSets if this Character is allowed to Punch
SetCanDeployParachuteSets if this Character is allowed to deploy the Parachute
SetCapsuleSizeSets this Character's Capsule size
SetDamageMultiplierChanges how much damage this character takes on specific bones
SetDeathSoundChanges the Death sound when Character dies
SetFallDamageTakenSet the Fall Damage multiplier taken when falling from High places
SetFlyingModeSets the Flying Mode
SetFOVMultiplierSets the Field of View multiplier
SetHighFallingTimeSets time to transition to HighFalling state
SetGaitModeSets the Gait Mode
SetGravityScaleChanges the Gravity Scale
SetImpactDamageTakenSet the Impact Damage taken when being roamed by things
SetRadialDamageToRagdollSet the minimum radial damage (e.g. explosions) taken to enter in ragdoll mode
SetFootstepVolumeMultiplierSet the Footstep Volume multiplier
SetInvulnerableSets if the Character can receive any damage
SetJumpZVelocitySets the velocity of the jump
SetMeshChanges the Character Mesh on the fly
SetMorphTargetSet Morph Target with Name and Value
floatGetMorphTargetReturns the value of a Morph Target
ClearMorphTargetsClear all Morph Target that are set to this Mesh
table of stringGetAllMorphTargetNamesReturns a table with all morph targets available
SetPhysicalAnimationSettingsApplies the physical animation settings to the body given
ResetPhysicalAnimationSettingsResets all Physical Animation settings
SetInputEnabledEnables/Disables Character's Input
SetParachuteTextureChanges the Parachute Texture
SetPainSoundChanges the Pain sound when Character takes damage
SetPunchDamageSet the Punch Damage this Character will apply on others
SetRagdollModeSets Character Ragdoll Mode
SetSimulatePhysicsSets the Character Capsule to simulate physics
SetSpeedMultiplierSets all speed multiplier
SetStanceModeSets the Stance Mode
SetTeamSets a Team which will disable damaging same Team Members
SetViewModeSets the View Mode
SetWeaponAimModeSets the Weapon's Aim Mode
UnGrabPropUnGrabs/Drops the Prop the Character is holding
booleanIsInRagdollModeGets if Character is in ragdoll mode
booleanIsInvulnerableGets if is invulnerable
booleanIsInputEnabledGets if has input enabled
CameraModeGetCameraModeGets the camera mode
booleanGetCanDropGets if can drop
booleanGetCanPunchGets if can punch
booleanGetCanAimGets if can aim
booleanGetCanCrouchGets if can crouch
booleanGetCanSprintGets if can sprint
booleanGetCanGrabPropsGets if can grab props
booleanGetCanPickupPickablesGets if can pickup Pickables (Weapons, Melee, Grenade...)
tableGetCapsuleSizeGets the Capsule Size
tableGetBoneTransformGets a Bone Transform in world space given a bone name
RotatorGetControlRotationGets the Control Rotation
floatGetDamageMultiplierGets the Damage Multiplier of a bone
integerGetFallDamageTakenGets the Fall Damage
FallingModeGetFallingModeGets the FallingMode
booleanGetFlyingModeGets if it's in Flying mode
GaitModeGetGaitModeGets the GaitMode
Prop or nilGetGrabbedPropGets the Grabbed Prop
floatGetGravityScaleGets the gravity scale
integerGetImpactDamageTakenGets the impact damage taken
integerGetJumpZVelocityGets the Jump Z Velocity
SkeletalMesh ReferenceGetMeshGets the Skeletal Mesh Asset
VectorGetMovingToGets the Moving To location
Base Pickable or nilGetPickedGets the Pickable if picking up
Player or nilGetPlayerGets the possessing Player
integerGetPunchDamageGets the punch damage
floatGetSpeedMultiplierGets the speed multiplier
StanceModeGetStanceModeGets the Stance Mode
SwimmingModeGetSwimmingModeGets the Swimming Mode
integerGetTeamGets the Team
Vehicle or nilGetVehicleGets the entered Vehicle
ViewModeGetViewModeGets the View Mode
AimModeGetWeaponAimModeGets the Weapon Aim Mode

AddSkeletalMeshAttached​

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

For customizing the Materials specific of a SkeletalMeshAttached, please use the following syntax in the Paintable methods: attachable///[ATTACHABLE_ID]/[PARAMETER_NAME], where [ATTACHABLE_ID] is the ID of the Attachable, and [PARAMETER_NAME] is the name of the parameter you want to change.

my_character:AddSkeletalMeshAttached(id, skeletal_mesh_asset?)
TypeParameterDefaultDescription
stringidUsed further for removing or applying material settings on it
SkeletalMesh Referenceskeletal_mesh_asset?

AddStaticMeshAttached​

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

For customizing the Materials specific of a StaticMeshAttached, please use the following syntax as the parameter_name in the Paintable methods: attachable///[ATTACHABLE_ID]/[PARAMETER_NAME], where [ATTACHABLE_ID] is the ID of the Attachable, and [PARAMETER_NAME] is the name of the parameter you want to change.

my_character:AddStaticMeshAttached(id, static_mesh_asset?, socket?, relative_location?, relative_rotation?)
TypeParameterDefaultDescription
stringidUsed further for removing or applying material settings on it
StaticMesh Referencestatic_mesh_asset?
stringsocket?
Vectorrelative_location?Vector(0, 0, 0)
Rotatorrelative_rotation?Rotator(0, 0, 0)

Drop​

Drops any Pickable the Character is holding

my_character:Drop()

EnterVehicle​

Enters the Vehicle at Seat (0 - Driver)

my_character:EnterVehicle(vehicle, seat?)
TypeParameterDefaultDescription
Vehiclevehicle
integerseat?0

GrabProp​

Gives a Prop to the Character

my_character:GrabProp(prop)
TypeParameterDefaultDescription
Propprop

HideBone​

Hides a bone of this Character.

Check Bone Names List

my_character:HideBone(bone_name?)
TypeParameterDefaultDescription
stringbone_name?Bone to hide

UnHideBone​

UnHide a bone of this Character.

Check Bone Names List

my_character:UnHideBone(bone_name)
TypeParameterDefaultDescription
stringbone_nameBone to unhide

IsBoneHidden​

Gets if a bone is hidden

— Returns boolean (if the bone is hidden).

local ret = my_character:IsBoneHidden(bone_name)
TypeParameterDefaultDescription
stringbone_nameBone to check

Jump​

Triggers this Character to jump

my_character:Jump()

LeaveVehicle​

Leaves the current Vehicle

my_character:LeaveVehicle()

LookAt​

AI: Tries to make this Character to look at Location

my_character:LookAt(location)
TypeParameterDefaultDescription
VectorlocationWorld location to look

MoveTo​

AI: Makes this Character to walk to the Location

Triggers event MoveComplete

my_character:MoveTo(location, acceptance_radius?)
TypeParameterDefaultDescription
Vectorlocation
floatacceptance_radius?50

Follow​

AI: Makes this Character to follow another actor

Triggers event MoveComplete

my_character:Follow(actor, acceptance_radius?, stop_on_succeed?, stop_on_fail?, update_rate?)
TypeParameterDefaultDescription
Base ActoractorActor to follow
floatacceptance_radius?50Radius to consider success
booleanstop_on_succeed?falseWhether to stop when reaching the target
booleanstop_on_fail?falseWhether to stop when failed to reach the target
floatupdate_rate?0.25How often to recalculate the AI path

StopMovement​

AI: Stops the movement

Triggers event [MoveCompleted](character#movecompleted)

my_character:StopMovement()

PickUp​

Gives a Melee/Grenade/Weapon (Pickable) to the Character

my_character:PickUp(pickable)
TypeParameterDefaultDescription
Base Pickablepickable

PlayAnimation​

Plays an Animation Montage on this character

my_character:PlayAnimation(animation_path, slot_type?, loop_indefinitely?, blend_in_time?, blend_out_time?, play_rate?, stop_all_montages?)
TypeParameterDefaultDescription
Animation Referenceanimation_path
AnimationSlotTypeslot_type?AnimationSlotType.FullBody
booleanloop_indefinitely?false
floatblend_in_time?0.25
floatblend_out_time?0.25
floatplay_rate?1.0
booleanstop_all_montages?falseStops all running Montages from the same Group

StopAnimation​

Stops an Animation Montage on this character

my_character:StopAnimation(animation_asset)
TypeParameterDefaultDescription
Animation Referenceanimation_asset

RemoveSkeletalMeshAttached​

Removes, if existing, a SkeletalMesh from this Character given it's custom ID

my_character:RemoveSkeletalMeshAttached(id)
TypeParameterDefaultDescription
stringid

RemoveStaticMeshAttached​

Removes, if existing, a StaticMesh from this Character given it's custom ID

my_character:RemoveStaticMeshAttached(id)
TypeParameterDefaultDescription
stringid

RemoveAllStaticMeshesAttached​

Removes all StaticMeshes attached

my_character:RemoveAllStaticMeshesAttached()

RemoveAllSkeletalMeshesAttached​

Removes all SkeletalMeshes attached

my_character:RemoveAllSkeletalMeshesAttached()

SetAnimationIdleWalkRunStanding​

Sets the Blend Space (2D) Animation for Standing

Horizontal Axis stands for Speed X and Vertical Axis for Speed Y

my_character:SetAnimationIdleWalkRunStanding(blend_space_path, enable_turn_in_place?)
TypeParameterDefaultDescription
Animationblend_space_path
booleanenable_turn_in_place?false

SetAnimationIdleWalkRunCrouching​

Sets the Blend Space (2D) Animation for Crouching

Horizontal Axis stands for Speed X and Vertical Axis for Speed Y

my_character:SetAnimationIdleWalkRunCrouching(blend_space_path, enable_turn_in_place?)
TypeParameterDefaultDescription
Animationblend_space_path
booleanenable_turn_in_place?false

SetAnimationIdleWalkRunProning​

Sets the Blend Space (2D) Animation for Proning

Horizontal Axis stands for Speed X and Vertical Axis for Speed Y

my_character:SetAnimationIdleWalkRunProning(blend_space_path)
TypeParameterDefaultDescription
Animationblend_space_path

SetAnimationsTransitionStandingCrouching​

Sets the Transition Animation between Standing and Crouching

my_character:SetAnimationsTransitionStandingCrouching(standing_to_crouching, crouching_to_standing)
TypeParameterDefaultDescription
Animationstanding_to_crouching
Animationcrouching_to_standing

SetAnimationsTransitionCrouchingProning​

Sets the Transition Animation between Crouching and Proning

my_character:SetAnimationsTransitionCrouchingProning(crouching_to_proning, pronng_to_crouching)
TypeParameterDefaultDescription
Animationcrouching_to_proning
Animationpronng_to_crouching

SetAccelerationSettings​

Sets the Movement Max Acceleration of this Character

my_character:SetAccelerationSettings(walking?, parachuting?, skydiving?, falling?, swimming?, swimming_surface?, flying?)
TypeParameterDefaultDescription
integerwalking?768
integerparachuting?512
integerskydiving?768
integerfalling?128
integerswimming?256
integerswimming_surface?256
integerflying?1024

SetBrakingSettings​

Sets the Movement Braking Settings of this Character

my_character:SetBrakingSettings(ground_friction?, braking_friction_factor?, braking_walking?, braking_flying?, braking_swimming?, braking_falling?)
TypeParameterDefaultDescription
floatground_friction?2
floatbraking_friction_factor?2
integerbraking_walking?96
integerbraking_flying?3000
integerbraking_swimming?10
integerbraking_falling?0

SetCameraMode​

Sets the Camera Mode (i.e. Only TPS, FPS or if allow both)

Using FPSOnly CameraMode on AI will lock his body rotation (when using LookAt)

my_character:SetCameraMode(camera_mode)
TypeParameterDefaultDescription
CameraModecamera_mode

SetCameraOffset​

Sets the Camera Offset (only affects TPS)

my_character:SetCameraOffset(camera_offset)
TypeParameterDefaultDescription
Vectorcamera_offset

SetCanCrouch​

Sets if this Character is allowed to Crouch and to Prone

my_character:SetCanCrouch(can_crouch)
TypeParameterDefaultDescription
booleancan_crouch

SetCanAim​

Sets if this Character is allowed to Aim

my_character:SetCanAim(can_aim)
TypeParameterDefaultDescription
booleancan_aim

SetCanDrop​

Sets if this Character is allowed to Drop the Picked up item

my_character:SetCanDrop(can_drop)
TypeParameterDefaultDescription
booleancan_drop

SetCanJump​

Sets if this Character is allowed to Jump

my_character:SetCanJump(can_jump)
TypeParameterDefaultDescription
booleancan_jump

SetCanDive​

Sets if this Character is allowed to Dive

my_character:SetCanDive(can_dive)
TypeParameterDefaultDescription
booleancan_dive

SetCanSprint​

Sets if this Character is allowed to Sprint

my_character:SetCanSprint(can_sprint)
TypeParameterDefaultDescription
booleancan_sprint

SetCanGrabProps​

Sets if this Character is allowed to Grab any Prop

my_character:SetCanGrabProps(can_grab_props)
TypeParameterDefaultDescription
booleancan_grab_props

SetCanPickupPickables​

Sets if this Character is allowed to Pick up any Pickable (Weapon, Grenade, Melee...)

my_character:SetCanPickupPickables(can_pickup)
TypeParameterDefaultDescription
booleancan_pickup

SetCanPunch​

Sets if this Character is allowed to Punch

my_character:SetCanPunch(can_punch)
TypeParameterDefaultDescription
booleancan_punch

SetCanDeployParachute​

Sets if this Character is allowed to deploy the Parachute

my_character:SetCanDeployParachute(can_deploy_parachute)
TypeParameterDefaultDescription
booleancan_deploy_parachute

SetCapsuleSize​

Sets this Character's Capsule size (will affect Camera location and Character's collision)

my_character:SetCapsuleSize(radius, half_height)
TypeParameterDefaultDescription
integerradiusDefault is 42
integerhalf_heightDefault is 96

SetDamageMultiplier​

Changes how much damage this character takes on specific bones

my_character:SetDamageMultiplier(bone_name, multiplier)
TypeParameterDefaultDescription
stringbone_name
floatmultiplier

SetDeathSound​

Changes the Death sound when Character dies

my_character:SetDeathSound(sound_asset)
TypeParameterDefaultDescription
stringsound_asset

SetFallDamageTaken​

Set the Fall Damage multiplier taken when falling from High places.

Setting to 0 will make the Character to do not take any damage

my_character:SetFallDamageTaken(damage)
TypeParameterDefaultDescription
integerdamageDefault is 10

SetFlyingMode​

Sets the Flying Mode

my_character:SetFlyingMode(flying_mode)
TypeParameterDefaultDescription
booleanflying_mode

SetFOVMultiplier​

Sets the Field of View multiplier

my_character:SetFOVMultiplier(multiplier)
TypeParameterDefaultDescription
floatmultiplier

SetHighFallingTime​

Sets time elapsed until automatically transition to HighFalling state (from SmallFalling) in seconds

Set it to -1 to never enter HighFalling time and consequently do not ragdoll when falling

my_character:SetHighFallingTime(time)
TypeParameterDefaultDescription
floattimeDefault is 1 second

SetGaitMode​

Sets the Gait Mode

my_character:SetGaitMode(mode)
TypeParameterDefaultDescription
GaitModemode

SetGravityScale​

Changes the Gravity Scale of this Character (can be negative)

my_character:SetGravityScale(scale)
TypeParameterDefaultDescription
floatscale

SetImpactDamageTaken​

Set the Impact Damage taken when being roamed by things.

Setting to 0 will make the Character to do not take damage or enter ragdoll mode

my_character:SetImpactDamageTaken(damage)
TypeParameterDefaultDescription
integerdamageDefault is 10

SetRadialDamageToRagdoll​

Set the minimum radial damage taken (e.g. explosions) to enter in ragdoll mode.

Setting to -1 will make the Character to do not enter ragdoll mode when getting radial damage

my_character:SetRadialDamageToRagdoll(damage)
TypeParameterDefaultDescription
integerdamageDefault is 50

SetFootstepVolumeMultiplier​

Set the Footstep Volume multiplier

my_character:SetFootstepVolumeMultiplier(volume_multiplier)
TypeParameterDefaultDescription
floatvolume_multiplier

SetInvulnerable​

Sets if the Character can receive any damage

my_character:SetInvulnerable(is_invulnerable)
TypeParameterDefaultDescription
booleanis_invulnerable

SetJumpZVelocity​

Sets the velocity of the jump

my_character:SetJumpZVelocity(velocity)
TypeParameterDefaultDescription
integervelocityDefault is 450

SetMesh​

Changes the Character Mesh on the fly

my_character:SetMesh(skeletal_mesh_asset)
TypeParameterDefaultDescription
SkeletalMesh Referenceskeletal_mesh_asset

SetMorphTarget​

Set Morph Target with Name and Value

my_character:SetMorphTarget(name, value)
TypeParameterDefaultDescription
stringnameMorph Target Name
floatvalue

GetMorphTarget​

Returns the value of a Morph Target

— Returns float (value of the Morph Target).

local ret = my_character:GetMorphTarget(name)
TypeParameterDefaultDescription
stringnameMorph Target Name

ClearMorphTargets​

Clear all Morph Target that are set to this Mesh

my_character:ClearMorphTargets()

GetAllMorphTargetNames​

Returns a table with all morph targets available

— Returns table of string (table with all morph targets available).

local ret = my_character:GetAllMorphTargetNames()

SetPhysicalAnimationSettings​

Applies the physical animation settings to the body given

my_character:SetPhysicalAnimationSettings(bone, include_self, is_local_simulation, orientation_strength?, angular_velocity_strength?, position_strength?, velocity_strength?, max_linear_force?, max_angular_force?)
TypeParameterDefaultDescription
stringboneThe body we will be driving
booleaninclude_selfWhether to modify the given body
booleanis_local_simulationWhether the drive targets are in world space or local
floatorientation_strength?0The strength used to correct orientation error
floatangular_velocity_strength?0The strength used to correct angular velocity error
floatposition_strength?0The strength used to correct linear position error. Only used for non-local simulation
floatvelocity_strength?0The strength used to correct linear velocity error. Only used for non-local simulation
floatmax_linear_force?0The max force used to correct linear errors
floatmax_angular_force?0The max force used to correct angular errors

ResetPhysicalAnimationSettings​

Resets all Physical Animation settings

my_character:ResetPhysicalAnimationSettings()

SetInputEnabled​

Enables/Disables Character's Input

my_character:SetInputEnabled(is_enabled)
TypeParameterDefaultDescription
booleanis_enabled

SetParachuteTexture​

Changes the Parachute Texture

my_character:SetParachuteTexture(texture)
TypeParameterDefaultDescription
Image Pathtexture

SetPainSound​

Changes the Pain sound when Character takes damage

my_character:SetPainSound(sound_asset)
TypeParameterDefaultDescription
Sound Referencesound_asset

SetPunchDamage​

Set the Punch Damage this Character will apply on others

my_character:SetPunchDamage(damage)
TypeParameterDefaultDescription
integerdamageDefault is 15

SetRagdollMode​

Sets Character Ragdoll Mode

my_character:SetRagdollMode(ragdoll_enabled)
TypeParameterDefaultDescription
booleanragdoll_enabled

SetSimulatePhysics​

Sets the Character Capsule to simulate physics

my_character:SetSimulatePhysics(simulate_physics)
TypeParameterDefaultDescription
booleansimulate_physics

SetSpeedMultiplier​

Sets all speed multiplier

my_character:SetSpeedMultiplier(multiplier)
TypeParameterDefaultDescription
floatmultiplier1 is normal

SetStanceMode​

Sets the Stance Mode

my_character:SetStanceMode(mode)
TypeParameterDefaultDescription
StanceModemode

SetTeam​

Sets a Team which will disable damaging same Team Members

my_character:SetTeam(team)
TypeParameterDefaultDescription
integerteam0 is neutral and default

SetViewMode​

Sets the View Mode

my_character:SetViewMode(view_mode)
TypeParameterDefaultDescription
ViewModeview_mode

SetWeaponAimMode​

Sets the Weapon's Aim Mode

my_character:SetWeaponAimMode(aim_mode)
TypeParameterDefaultDescription
AimModeaim_mode

UnGrabProp​

UnGrabs/Drops the Prop the Character is holding

my_character:UnGrabProp()

IsInRagdollMode​

Gets if Character is in ragdoll mode

— Returns boolean.

local ret = my_character:IsInRagdollMode()

IsInvulnerable​

Gets if is invulnerable

— Returns boolean.

local ret = my_character:IsInvulnerable()

IsInputEnabled​

Gets if has input enabled

— Returns boolean.

local ret = my_character:IsInputEnabled()

GetCameraMode​

Gets the camera mode

— Returns CameraMode.

local ret = my_character:GetCameraMode()

GetCanDrop​

Gets if can drop

— Returns boolean.

local ret = my_character:GetCanDrop()

GetCanPunch​

Gets if can punch

— Returns boolean.

local ret = my_character:GetCanPunch()

GetCanAim​

Gets if can aim

— Returns boolean.

local ret = my_character:GetCanAim()

GetCanCrouch​

Gets if can crouch

— Returns boolean.

local ret = my_character:GetCanCrouch()

GetCanSprint​

Gets if can sprint

— Returns boolean.

local ret = my_character:GetCanSprint()

GetCanGrabProps​

Gets if can grab props

— Returns boolean.

local ret = my_character:GetCanGrabProps()

GetCanPickupPickables​

Gets if can pickup Pickables (Weapons, Melee, Grenade...)

— Returns boolean.

local ret = my_character:GetCanPickupPickables()

GetCapsuleSize​

Gets the Capsule Size

— Returns table (with this format).

local ret = my_character:GetCapsuleSize()

GetBoneTransform​

Gets a Bone Transform in world space given a bone name

— Returns table (with this format).

local ret = my_character:GetBoneTransform(bone_name)
TypeParameterDefaultDescription
stringbone_name

GetControlRotation​

Gets the Control Rotation

— Returns Rotator.

local ret = my_character:GetControlRotation()

GetDamageMultiplier​

Gets the Damage Multiplier of a bone

— Returns float (the damage multiplier of the bone).

local ret = my_character:GetDamageMultiplier(bone_name)
TypeParameterDefaultDescription
stringbone_name

GetFallDamageTaken​

Gets the Fall Damage

— Returns integer.

local ret = my_character:GetFallDamageTaken()

GetFallingMode​

Gets the FallingMode

— Returns FallingMode.

local ret = my_character:GetFallingMode()

GetFlyingMode​

Gets if it's in Flying mode

— Returns boolean.

local ret = my_character:GetFlyingMode()

GetGaitMode​

Gets the GaitMode

— Returns GaitMode.

local ret = my_character:GetGaitMode()

GetGrabbedProp​

Gets the Grabbed Prop

— Returns Prop or nil.

local ret = my_character:GetGrabbedProp()

GetGravityScale​

Gets the gravity scale

— Returns float.

local ret = my_character:GetGravityScale()

GetImpactDamageTaken​

Gets the impact damage taken

— Returns integer.

local ret = my_character:GetImpactDamageTaken()

GetJumpZVelocity​

Gets the Jump Z Velocity

— Returns integer.

local ret = my_character:GetJumpZVelocity()

GetMesh​

Gets the Skeletal Mesh Asset

— Returns SkeletalMesh Reference.

local ret = my_character:GetMesh()

GetMovingTo​

Gets the Moving To location

— Returns Vector (the moving to location or Vector(0, 0, 0) if not moving).

local ret = my_character:GetMovingTo()

GetPicked​

Gets the Pickable if picking up

— Returns Base Pickable or nil.

local ret = my_character:GetPicked()

GetPlayer​

Gets the possessing Player

— Returns Player or nil.

local ret = my_character:GetPlayer()

GetPunchDamage​

Gets the punch damage

— Returns integer.

local ret = my_character:GetPunchDamage()

GetSpeedMultiplier​

Gets the speed multiplier

— Returns float.

local ret = my_character:GetSpeedMultiplier()

GetStanceMode​

Gets the Stance Mode

— Returns StanceMode.

local ret = my_character:GetStanceMode()

GetSwimmingMode​

Gets the Swimming Mode

— Returns SwimmingMode.

local ret = my_character:GetSwimmingMode()

GetTeam​

Gets the Team

— Returns integer.

local ret = my_character:GetTeam()

GetVehicle​

Gets the entered Vehicle

— Returns Vehicle or nil.

local ret = my_character:GetVehicle()

GetViewMode​

Gets the View Mode

— Returns ViewMode.

local ret = my_character:GetViewMode()

GetWeaponAimMode​

Gets the Weapon Aim Mode

— Returns AimMode.

local ret = my_character:GetWeaponAimMode()

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
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 Damageable Events
Base Damageablescripting-reference/classes/base-classes/Damageable
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
NameDescription
AnimationBeginNotifyWhen an Animation Montage Notify begins
AnimationEndNotifyWhen an Animation Montage Notify ends
AttackTriggered when the Character effectively attacks with a Melee
DropWhen Character drops the currently picked up Pickable
EnterVehicleWhen Character enters a vehicle
AttemptEnterVehicleTriggered when a Character attempts to enter a vehicle
FallingModeChangeCalled when FallingMode changes
FireWhen Character fires a Weapon
GaitModeChangeCalled when GaitMode changes
GrabPropWhen Character grabs up a Prop
HighlightWhen Character highlights/looks at a Prop or a Pickable
InteractTriggered when a Character interacts with a Prop or Pickable
LeaveVehicleWhen Character leaves a vehicle
AttemptLeaveVehicleTriggered when this Character attempts to leave a vehicle
MoveCompleteCalled when AI reaches it's destination, or when it fails
PickUpWhen Character picks up anything
PossessWhen Character is possessed
PunchWhen Character punches
RagdollModeChangeWhen Character enters or leaves ragdoll
AttemptReloadTriggered when this Character attempts to reload
ReloadWhen Character reloads a weapon
StanceModeChangeCalled when StanceMode changes
SwimmingModeChangeCalled when Swimming Mode changes
UnGrabPropWhen Character drops a Prop
UnPossessWhen Character is unpossessed
ViewModeChangeWhen Character changes it's View Mode
WeaponAimModeChangeCalled when Weapon Aim Mode changes
PullUseTriggered when a Character presses the use button for a Pickable (i.e. clicks left mouse button with this equipped)
ReleaseUseTriggered when a Character releases the use button for a Pickable (i.e. releases left mouse button with this equipped)

AnimationBeginNotify​

When an Animation Montage Notify begins
Character.Subscribe("AnimationBeginNotify", function(self, notify_name)
-- AnimationBeginNotify was called
end)
TypeArgumentDescription
Characterself
stringnotify_name

AnimationEndNotify​

When an Animation Montage Notify ends
Character.Subscribe("AnimationEndNotify", function(self, notify_name)
-- AnimationEndNotify was called
end)
TypeArgumentDescription
Characterself
stringnotify_name

Attack​

Triggered when the Character effectively attacks with a Melee
Character.Subscribe("Attack", function(self, melee)
-- Attack was called
end)
TypeArgumentDescription
Characterself
Meleemelee

Drop​

When Character drops the currently picked up Pickable
Character.Subscribe("Drop", function(self, object, triggered_by_player)
-- Drop was called
end)
TypeArgumentDescription
Characterself
Base Pickableobject
booleantriggered_by_player

EnterVehicle​

When Character enters a vehicle
Character.Subscribe("EnterVehicle", function(self, vehicle, seat_index)
-- EnterVehicle was called
end)
TypeArgumentDescription
Characterself
Vehiclevehicle
integerseat_index

AttemptEnterVehicle​

Triggered when a Character attempts to enter a vehicle

Return false to prevent it
Character.Subscribe("AttemptEnterVehicle", function(self, vehicle, seat_index)
-- AttemptEnterVehicle was called
end)
TypeArgumentDescription
Characterself
Vehiclevehicle
integerseat_index

FallingModeChange​

Called when FallingMode changes
Character.Subscribe("FallingModeChange", function(self, old_state, new_state)
-- FallingModeChange was called
end)
TypeArgumentDescription
Characterself
FallingModeold_state
FallingModenew_state

Fire​

When Character fires a Weapon
Character.Subscribe("Fire", function(self, weapon)
-- Fire was called
end)
TypeArgumentDescription
Characterself
Weaponweapon

GaitModeChange​

Called when GaitMode changes
Character.Subscribe("GaitModeChange", function(self, old_state, new_state)
-- GaitModeChange was called
end)
TypeArgumentDescription
Characterself
GaitModeold_state
GaitModenew_state

GrabProp​

When Character grabs up a Prop
Character.Subscribe("GrabProp", function(self, prop)
-- GrabProp was called
end)
TypeArgumentDescription
Characterself
Propprop

Highlight​

When Character highlights/looks at a Prop or a Pickable
Character.Subscribe("Highlight", function(self, is_highlighted, object)
-- Highlight was called
end)
TypeArgumentDescription
Characterself
booleanis_highlightedWhether the object is being highlighted or not
Prop or Base Pickableobject

Interact​

Triggered when a Character interacts with a Prop or Pickable

Return false to prevent it
Character.Subscribe("Interact", function(self, object)
-- Interact was called
end)
TypeArgumentDescription
Characterself
Prop or Base Pickableobject

LeaveVehicle​

When Character leaves a vehicle
Character.Subscribe("LeaveVehicle", function(self, vehicle)
-- LeaveVehicle was called
end)
TypeArgumentDescription
Characterself
Vehiclevehicle

AttemptLeaveVehicle​

Triggered when this Character attempts to leave a vehicle

Return false to prevent it
Character.Subscribe("AttemptLeaveVehicle", function(self, vehicle)
-- AttemptLeaveVehicle was called
end)
TypeArgumentDescription
Characterself
Vehiclevehicle

MoveComplete​

Called when AI reaches it's destination, or when it fails
Character.Subscribe("MoveComplete", function(self, succeeded)
-- MoveComplete was called
end)
TypeArgumentDescription
Characterself
booleansucceeded

PickUp​

When Character picks up anything
Character.Subscribe("PickUp", function(self, object)
-- PickUp was called
end)
TypeArgumentDescription
Characterself
Base Pickableobject

Possess​

When Character is possessed
Character.Subscribe("Possess", function(self, possesser)
-- Possess was called
end)
TypeArgumentDescription
Characterself
Playerpossesser

Punch​

When Character punches
Character.Subscribe("Punch", function(self)
-- Punch was called
end)
TypeArgumentDescription
Characterself

RagdollModeChange​

When Character enters or leaves ragdoll
Character.Subscribe("RagdollModeChange", function(self, old_state, new_state)
-- RagdollModeChange was called
end)
TypeArgumentDescription
Characterself
booleanold_state
booleannew_state

AttemptReload​

Triggered when this Character attempts to reload

Return false to prevent it
Character.Subscribe("AttemptReload", function(self, weapon)
-- AttemptReload was called
end)
TypeArgumentDescription
Characterself
Weaponweapon

Reload​

When Character reloads a weapon
Character.Subscribe("Reload", function(self, weapon, ammo_to_reload)
-- Reload was called
end)
TypeArgumentDescription
Characterself
Weaponweapon
integerammo_to_reload

StanceModeChange​

Called when StanceMode changes
Character.Subscribe("StanceModeChange", function(self, old_state, new_state)
-- StanceModeChange was called
end)
TypeArgumentDescription
Characterself
StanceModeold_state
StanceModenew_state

SwimmingModeChange​

Called when Swimming Mode changes
Character.Subscribe("SwimmingModeChange", function(self, old_state, new_state)
-- SwimmingModeChange was called
end)
TypeArgumentDescription
Characterself
SwimmingModeold_state
SwimmingModenew_state

UnGrabProp​

When Character drops a Prop
Character.Subscribe("UnGrabProp", function(self, prop)
-- UnGrabProp was called
end)
TypeArgumentDescription
Characterself
Propprop

UnPossess​

When Character is unpossessed
Character.Subscribe("UnPossess", function(self, old_possesser)
-- UnPossess was called
end)
TypeArgumentDescription
Characterself
Playerold_possesser

ViewModeChange​

When Character changes it's View Mode
Character.Subscribe("ViewModeChange", function(self, old_state, new_state)
-- ViewModeChange was called
end)
TypeArgumentDescription
Characterself
ViewModeold_state
ViewModenew_state

WeaponAimModeChange​

Called when Weapon Aim Mode changes
Character.Subscribe("WeaponAimModeChange", function(self, old_state, new_state)
-- WeaponAimModeChange was called
end)
TypeArgumentDescription
Characterself
AimModeold_state
AimModenew_state

PullUse​

Triggered when a Character presses the use button for a Pickable (i.e. clicks left mouse button with this equipped)
Character.Subscribe("PullUse", function(self, pickable)
-- PullUse was called
end)
TypeArgumentDescription
CharacterselfThe Character that used it
Base PickablepickableThe Pickable which has just been used

ReleaseUse​

Triggered when a Character releases the use button for a Pickable (i.e. releases left mouse button with this equipped)
Character.Subscribe("ReleaseUse", function(self, pickable)
-- ReleaseUse was called
end)
TypeArgumentDescription
CharacterselfThe Character that stopped using it
Base PickablepickableThe Pickable which has just stopped being used

HELIX Character Meshes list​

  • helix::SK_Female_Head
  • helix::SK_Male_Head

Beard​

  • helix::SK_Beard_01
  • helix::SK_Beard_02

Chest​

  • helix::SK_Male_Chest
  • helix::SK_Hoodie_Logo_Man
  • helix::SK_Man_Outwear_01
  • helix::SK_Man_Outwear_02
  • helix::SK_Man_Outwear_03
  • helix::SK_Man_Outwear_05
  • helix::SK_Man_Outwear_06
  • helix::SK_Man_Outwear_07
  • helix::SK_Man_T_Shirts_01
  • helix::SK_Man_T_Shirts_02
  • helix::SK_Man_T_Shirts_03
  • helix::SK_Man_T_Shirts_04
  • helix::SK_Wife_Beater

Feet​

  • helix::SK_Male_Feet
  • helix::SK_Man_Boots_02
  • helix::SK_Man_Boots_04
  • helix::SK_Man_Boots_05
  • helix::SK_Man_Boots_06
  • helix::SK_Man_Boots_07
  • helix::SK_Man_Boots_08
  • helix::SK_Man_Boots_10
  • helix::SK_Man_Boots_11
  • helix::SK_Man_Boots_12
  • helix::SK_Man_Boots_13
  • helix::SK_Man_Boots_14
  • helix::SK_Man_Boots_15
  • helix::SK_Man_Boots_16
  • helix::SK_Man_Boots_17
  • helix::SK_Man_Boots_18
  • helix::SK_Man_Boots_19
  • helix::SK_Man_Boots_20
  • helix::SK_Man_Boots_21
  • helix::SK_Man_Boots_23
  • helix::SK_Man_Boots_24
  • helix::SK_Man_Boots_25

Hands​

  • helix::SK_Male_Hands

Legs​

  • helix::SK_Male_Legs
  • helix::SK_Man_Pants_01
  • helix::SK_Man_Pants_02
  • helix::SK_Man_Pants_03
  • helix::SK_Man_Pants_05
  • helix::SK_Man_Pants_06
  • helix::SK_Man_Pants_08
  • helix::SK_Man_Pants_09
  • helix::SK_Man_Pants_10
  • helix::SK_Man_Pants_12
  • helix::SK_Man_Pants_13
  • helix::SK_Man_Pants_14
  • helix::SK_Man_Pants_15
  • helix::SK_Man_Pants_Short_01
  • helix::SK_Man_Pants_Short_02
  • helix::SK_Man_Pants_Short_03
  • helix::SK_Man_Pants_Short_04

Etc​

  • helix::SK_Eyebrows_01
  • helix::SK_Eyebrows_02
  • helix::SK_Eyelashes
  • helix::SK_Eyelashes_Shape_01
  • helix::SK_Eyelashes_Shape_02
  • helix::SK_Nails_01
  • helix::SK_Nails_02
  • helix::SK_Invisible

Delivery​

  • helix::SK_Delivery_Shoes
  • helix::SK_Delivery_Top
  • helix::SK_Delivery_Lower

Police​

  • helix::SK_Police_Lower
  • helix::SK_Police_Shoes
  • helix::SK_Police_Top
  • helix::SK_Police_Hat

Full Body​

  • helix::SK_Female_Body
  • helix::SK_Male

Character's Skeleton Bone Names​

info

Ugly list I know.

  • root
    • pelvis
      • spine_01
        • spine_02
          • spine_03
            • clavicle_l
              • upperarm_l
                • lowerarm_l
                  • hand_l
                    • index_01_l
                      • index_02_l
                        • index_03_l
                    • middle_01_l
                      • middle_02_l
                        • middle_03_l
                    • pinky_01_l
                      • pinky_02_l
                        • pinky_03_l
                    • ring_01_l
                      • ring_02_l
                        • ring_03_l
                    • thumb_01_l
                      • thumb_02_l
                        • thumb_03_l
                    • weapon_l
            • clavicle_r
              • upperarm_r
                • lowerarm_r
                  • hand_r
                    • index_01_r
                      • index_02_r
                        • index_03_r
                    • middle_01_r
                      • middle_02_r
                        • middle_03_r
                    • pinky_01_r
                      • pinky_02_r
                        • pinky_03_r
                    • ring_01_r
                      • ring_02_r
                        • ring_03_r
                    • thumb_01_r
                      • thumb_02_r
                        • thumb_03_r
                    • weapon_r
            • neck_01
              • head
                • lefteye
                • righteye
                • leftlidup
                • leftlidlow
                • rightlidup
                • rightlitlow
      • thigh_l
        • calf_l
          • foot_l
            • ball_l
      • thigh_r
        • calf_r
          • foot_r
            • ball_r