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Melee

A Melee represents an Entity which can be Pickable by a Character and can be used to melee attack, Charactes can hold it with hands with pre-defined handling modes.


💂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 crowbar = Melee(
Vector(-900, 185, 215),
Rotator(0, 90, 90),
"helix::SM_Crowbar_01",
CollisionType.Normal,
true,
HandlingMode.SingleHandedMelee,
""
)

crowbar:SetScale(Vector(1.5, 1.5, 1.5))
crowbar:AddAnimationCharacterUse("helix::AM_Mannequin_Melee_Slash_Attack")
crowbar:SetDamageSettings(0.3, 0.5)
crowbar:SetCooldown(1.0)
crowbar:SetBaseDamage(40)

Constructors​

Default Constructor​

local my_melee = Melee(location?, rotation?, asset?, collision_type?, gravity_enabled?, handling_mode?, crosshair_material?, can_use?)
TypeNameDefaultDescription
VectorlocationVector(0, 0, 0)
RotatorrotationRotator(0, 0, 0)
StaticMesh Referenceasset
CollisionTypecollision_typeCollisionType.Normal
booleangravity_enabledtrue
HandlingModehandling_modeHandlingMode.Torch
Material Referencecrosshair_material
booleancan_usetrue
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
AddAnimationCharacterUseSets an Animation when attacking
ClearAnimationsCharacterUseClears the Character Attack Animation list
SetImpactSoundSets the Sound when hitting something
SetSoundUseSets the Sound when attacking
SetBaseDamageSets the Base Damage
SetDamageSettingsSets the times when to start applying damage and when to end
SetCooldownSets the cooldown between attacking
table of Animation ReferenceGetAnimationsCharacterUseGets the Animations when Character uses it
Sound ReferenceGetSoundUseGets the Sound when Character uses it
integerGetBaseDamageGets the Base Damage
floatGetCooldownGets the Cooldown between usages

AddAnimationCharacterUse​

Sets an Animation when attacking

You can add more than one animation, which will be selected randomly when attacking

my_melee:AddAnimationCharacterUse(asset_path, play_rate, slot_Type)
TypeParameterDefaultDescription
Animation Referenceasset_pathThe Animation used when attacking
floatplay_rateThe Animation Play Rate
AnimationSlotTypeslot_TypeWhether to play it on upper body or full body

ClearAnimationsCharacterUse​

Clears the Character Attack Animation list

my_melee:ClearAnimationsCharacterUse()

SetImpactSound​

Sets the Sound when hitting something

Note: Surfaces Water and Flesh already have default sounds and must be explicitly set to override

my_melee:SetImpactSound(surface_type, asset_path, volume, pitch)
TypeParameterDefaultDescription
SurfaceTypesurface_typeThe surface to apply the sound. Use SurfaceType.Default to be the default to all hits
Sound Referenceasset_pathThe Sound used when attacking
floatvolume
floatpitch

SetSoundUse​

Sets the Sound when attacking

my_melee:SetSoundUse(asset_path)
TypeParameterDefaultDescription
Sound Referenceasset_pathThe Sound used when attacking

SetBaseDamage​

Sets the Base Damage

my_melee:SetBaseDamage(damage?)
TypeParameterDefaultDescription
integerdamage?The Base Damage value

SetDamageSettings​

Sets the times when to start applying damage and when to end. During this time the collision of the melee will be enabled and the damage will be applied if it hits something

my_melee:SetDamageSettings(damage_start_time, damage_duration_time)
TypeParameterDefaultDescription
floatdamage_start_timeThe initial time to start applying damage
floatdamage_duration_timeThe duration time to stop applying damage

SetCooldown​

Sets the cooldown between attacking

my_melee:SetCooldown(cooldown)
TypeParameterDefaultDescription
floatcooldown

GetAnimationsCharacterUse​

Gets the Animations when Character uses it

— Returns table of Animation Reference.

local ret = my_melee:GetAnimationsCharacterUse()

GetSoundUse​

Gets the Sound when Character uses it

— Returns Sound Reference.

local ret = my_melee:GetSoundUse()

GetBaseDamage​

Gets the Base Damage

— Returns integer.

local ret = my_melee:GetBaseDamage()

GetCooldown​

Gets the Cooldown between usages

— Returns float.

local ret = my_melee:GetCooldown()

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
AttackTriggered when the Character effectively attacks with this Melee

Attack​

Triggered when the Character effectively attacks with this Melee
Melee.Subscribe("Attack", function(self, handler)
-- Attack was called
end)
TypeArgumentDescription
Meleeself
Characterhandler