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Grenade

Grenades are Pickables which Characters can grab and throw. It explodes after X seconds after thrown, causing damage around.


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

Examples​

local new_grenade = Grenade(
Vector(-900, 185, 215),
Rotator(0, 90, 90),
"helix::SM_Grenade_G67",
"helix::P_Grenade_Special",
"helix::A_Explosion_Large"
)

Constructors​

Default Constructor​

local my_grenade = Grenade(location, rotation, static_mesh_asset?, explosion_particles?, explosion_sound?, collision_type?, gravity_enabled?)
TypeNameDefaultDescription
Vectorlocation
Rotatorrotation
StaticMesh Referencestatic_mesh_assethelix::SM_Grenade_G67
Particle Referenceexplosion_particleshelix::P_Grenade_Special
Sound Referenceexplosion_soundhelix::A_Explosion_Large
CollisionTypecollision_typeCollisionType.Normal
booleangravity_enabledtrue
tip

HELIX provides a special Particle* called helix::P_Grenade_Special which spawns different particles depending on the surface it explodes, and also if is underwater.

*This "Particle" is just a special identifier which can only be used on Grenades!

Static Functions​

Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
table of Base 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 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 ReferenceGetMeshGets the name of the asset this Pickable uses
Character or nilGetHandlerGets the Character, if it exists, that's holding this Pickable
ReturnsNameDescription
ExplodeForces this grenade to Explode
SetDamageSets Damage parameters of this Grenade
SetTimeToExplodeSet Time until Explosion after thrown
SetThrowForceSet Impulse applied when throwing
floatGetBaseDamageDamage at Inner Radius
floatGetDamageFalloffRadius which BaseDamage will apply proportionally
floatGetDamageInnerRadiusRadius which MinimumDamage will apply
floatGetDamageOuterRadiusRadius which BaseDamage will apply
floatGetMinimumDamageDamage at Outer Radius
floatGetTimeToExplodeTime until Explosion
floatGetThrowForceImpulse applied when throwing

Explode​

Forces this grenade to Explode

my_grenade:Explode()

SetDamage​

Sets Damage parameters of this Grenade

my_grenade:SetDamage(base_damage?, minimum_damage?, damage_inner_radius?, damage_outer_radius?, damage_falloff?)
TypeParameterDefaultDescription
integerbase_damage?90Max damage when inner radius
integerminimum_damage?0Min damage when outer radius
integerdamage_inner_radius?200Radius which damage will be 100%
integerdamage_outer_radius?1000Radius which damage will be interpoled through falloff
floatdamage_falloff?1Lerp function between Max and Min damage

SetTimeToExplode​

Set Time until Explosion after thrown

my_grenade:SetTimeToExplode(time)
TypeParameterDefaultDescription
floattimeTime in seconds

SetThrowForce​

Set Impulse applied when throwing

my_grenade:SetThrowForce(force)
TypeParameterDefaultDescription
integerforce

GetBaseDamage​

Damage at Inner Radius

— Returns float.

local ret = my_grenade:GetBaseDamage()

GetDamageFalloff​

Radius which BaseDamage will apply proportionally

— Returns float.

local ret = my_grenade:GetDamageFalloff()

GetDamageInnerRadius​

Radius which MinimumDamage will apply

— Returns float.

local ret = my_grenade:GetDamageInnerRadius()

GetDamageOuterRadius​

Radius which BaseDamage will apply

— Returns float.

local ret = my_grenade:GetDamageOuterRadius()

GetMinimumDamage​

Damage at Outer Radius

— Returns float.

local ret = my_grenade:GetMinimumDamage()

GetTimeToExplode​

Time until Explosion

— Returns float.

local ret = my_grenade:GetTimeToExplode()

GetThrowForce​

Impulse applied when throwing

— Returns float.

local ret = my_grenade:GetThrowForce()

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 Pickable Events
Base Pickablescripting-reference/classes/base-classes/Pickable
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
ExplodeTriggered when the grenade has exploded
ThrowTriggered when the grenade has been thrown

Explode​

Triggered when the grenade has exploded
Grenade.Subscribe("Explode", function(self)
-- Explode was called
end)
TypeArgumentDescription
GrenadeselfThe grenade which exploded

Throw​

Triggered when the grenade has been thrown
Grenade.Subscribe("Throw", function(self, handler)
-- Throw was called
end)
TypeArgumentDescription
GrenadeselfThe grenade which exploded
CharacterhandlerThe Character which has thrown it