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
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?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | Vector(0, 0, 0) | |
Rotator | rotation | Rotator(0, 0, 0) | |
StaticMesh Reference | asset |
| |
CollisionType | collision_type | CollisionType.Normal | |
boolean | gravity_enabled | true | |
HandlingMode | handling_mode | HandlingMode.Torch | |
Material Reference | crosshair_material |
| |
boolean | can_use | true |
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
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 | |
iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() | |
table | Inherit | Inherits this class with the Inheriting System | |
table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System | |
table or nil | GetParentClass | Gets the parent class if this Class was created 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 | |
---|---|---|---|
integer | GetID | Gets the universal network ID of this Entity (same on both client and server) | |
table | GetClass | Gets the class of this entity | |
boolean | IsA | Recursively checks if this entity is inherited from a Class | |
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 | ||
SetValue | Sets a Value in this Entity | ||
any | GetValue | Gets a Value stored on this Entity at the given key | |
Destroy | Destroys this Entity | ||
boolean | IsValid | Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity) | |
CallRemoteEvent | Calls a custom remote event directly on this entity to a specific Player | ||
CallRemoteEvent | Calls a custom remote event directly on this entity | ||
BroadcastRemoteEvent | Calls a custom remote event directly on this entity to all Players |
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/Actor
Returns | Name | Description | |
---|---|---|---|
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 | ||
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 | ||
SetVisibility | Sets whether the actor is visible or not | ||
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline 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 | ||
SetRotation | Sets this Actor's rotation in the game world | ||
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) | ||
SetScale | Sets this Actor's scale | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority between players | ||
TranslateTo | Smoothly moves this actor to a location over a certain time | ||
RotateTo | Smoothly rotates this actor to an angle over a certain time | ||
boolean | IsBeingDestroyed | Returns true if this Actor is being destroyed | |
boolean | IsVisible | Returns true if this Actor is visible | |
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 | |
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 | |
Vector | GetLocation | Gets this Actor's location in the game world | |
Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached | |
Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
Rotator | GetRotation | Gets this Actor's angle in the game world | |
Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached | |
Vector | GetForce | Gets this Actor's force (set by SetForce() ) | |
integer | GetDimension | Gets this Actor's dimension | |
boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
Vector | GetScale | Gets this Actor's scale | |
Vector | GetVelocity | Gets this Actor's current velocity | |
AddActorTag | Adds an Unreal Actor Tag to this Actor | ||
RemoveActorTag | Removes an Unreal Actor Tag from this Actor | ||
table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen | |
float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
float | GetScreenPercentage | Gets the percentage of this Actor size in the screen |
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/Paintable
Returns | Name | Description | |
---|---|---|---|
SetMaterial | Sets the material at the specified index of this Actor | ||
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 | ||
ResetMaterial | Resets the material from the specified index to the original one | ||
SetMaterialColorParameter | Sets a Color parameter in this Actor's material | ||
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 | ||
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) | ||
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 | ||
SkeletalMesh Reference | GetMesh | Gets the name of the asset this Pickable uses | |
Character or nil | GetHandler | Gets the Character, if it exists, that's holding this Pickable |
Returns | Name | Description | |
---|---|---|---|
AddAnimationCharacterUse | Sets an Animation when attacking | ||
ClearAnimationsCharacterUse | Clears the Character Attack Animation list | ||
SetImpactSound | Sets the Sound when hitting something | ||
SetSoundUse | Sets the Sound when attacking | ||
SetBaseDamage | Sets the Base Damage | ||
SetDamageSettings | Sets the times when to start applying damage and when to end | ||
SetCooldown | Sets the cooldown between attacking | ||
table of Animation Reference | GetAnimationsCharacterUse | Gets the Animations when Character uses it | |
Sound Reference | GetSoundUse | Gets the Sound when Character uses it | |
integer | GetBaseDamage | Gets the Base Damage | |
float | GetCooldown | Gets 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)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | asset_path | The Animation used when attacking | |
float | play_rate | The Animation Play Rate | |
AnimationSlotType | slot_Type | Whether 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)
Type | Parameter | Default | Description |
---|---|---|---|
SurfaceType | surface_type | The surface to apply the sound. Use SurfaceType.Default to be the default to all hits | |
Sound Reference | asset_path | The Sound used when attacking | |
float | volume | ||
float | pitch |
SetSoundUse
​
Sets the Sound when attacking
my_melee:SetSoundUse(asset_path)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | asset_path | The Sound used when attacking |
SetBaseDamage
​
Sets the Base Damage
my_melee:SetBaseDamage(damage?)
Type | Parameter | Default | Description |
---|---|---|---|
integer | damage? |
| 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)
Type | Parameter | Default | Description |
---|---|---|---|
float | damage_start_time | The initial time to start applying damage | |
float | damage_duration_time | The duration time to stop applying damage |
SetCooldown
​
Sets the cooldown between attacking
my_melee:SetCooldown(cooldown)
Type | Parameter | Default | Description |
---|---|---|---|
float | cooldown |
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
Name | Description | |
---|---|---|
Spawn | Triggered when an Entity is spawned/created | |
Destroy | Triggered when an Entity is destroyed | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() | |
ClassRegister | Triggered when a new Class is registered with the Inheriting System |
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/Actor
Name | Description | |
---|---|---|
Spawn | Triggered when an Entity is spawned/created | |
Destroy | Triggered when an Entity is destroyed | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() | |
ClassRegister | Triggered when a new Class is registered with the Inheriting System |
Inherited Pickable Events
Base Pickablescripting-reference/classes/base-classes/Pickable
Name | Description | |
---|---|---|
Spawn | Triggered when an Entity is spawned/created | |
Destroy | Triggered when an Entity is destroyed | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() | |
ClassRegister | Triggered when a new Class is registered with the Inheriting System |
Name | Description | |
---|---|---|
Attack | Triggered 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)