Weapon
Weapons are entities with firing, reloading and aiming functionalities.
They are fully customizable, all pieces of the weapon can be changed with immense possibility of creation.
Examples​
-- Spawning a Weapon with an AK47 model
local new_weapon = Weapon(
Vector(-900, 185, 215),
Rotator(0, 0, 0),
"helix::SK_AK47"
)
-- Configures Weapon Base Settings
new_weapon:SetAmmoSettings(30, 1000)
new_weapon:SetDamage(30)
new_weapon:SetSpread(30)
new_weapon:SetRecoil(0.25)
new_weapon:SetBulletSettings(1, 20000, 20000, Color(100, 58, 0))
new_weapon:SetCadence(0.1)
new_weapon:SetWallbangSettings(50, 0.75)
-- Configures how the Character Grabs and Aims the Weapon
new_weapon:SetHandlingMode(HandlingMode.DoubleHandedWeapon)
new_weapon:SetSightTransform(Vector(0, 0, -1), Rotator(-1.5, 0, 0))
new_weapon:SetLeftHandTransform(Vector(22, 0, 9), Rotator(0, 60, 90))
new_weapon:SetRightHandOffset(Vector(-10, 0, 0))
-- Configures Weapon Particles
new_weapon:SetParticlesBulletTrail("helix::P_Bullet_Trail")
new_weapon:SetParticlesBarrel("helix::P_Weapon_BarrelSmoke")
new_weapon:SetParticlesShells("helix::P_Weapon_Shells_762x39")
-- Configures Weapon Sounds
new_weapon:SetSoundDry("helix::A_Rifle_Dry")
new_weapon:SetSoundLoad("helix::A_Rifle_Load")
new_weapon:SetSoundUnload("helix::A_Rifle_Unload")
new_weapon:SetSoundZooming("helix::A_AimZoom")
new_weapon:SetSoundAim("helix::A_Rattle")
new_weapon:SetSoundFire("helix::A_AK47_Shot")
-- Configures Weapon Animations
new_weapon:SetAnimationFire("helix::A_AK47_Fire")
new_weapon:SetAnimationCharacterFire("helix::AM_Mannequin_Sight_Fire")
new_weapon:SetAnimationReload("helix::AM_Mannequin_Reload_Rifle")
-- Configures the Mesh to drop when reloading
new_weapon:SetMagazineMesh("helix::SM_AK47_Mag_Empty")
-- Configures the Crosshair Material
new_weapon:SetCrosshairMaterial("helix::MI_Crosshair_Regular")
More related examples:
Prop Shootergetting-started/code-examples/prop-shooterWeapon Flashlightgetting-started/code-examples/weapon-flashlightConstructors​
Default Constructor​
local my_weapon = Weapon(location, rotation, asset, collision_type?, gravity_enabled?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | ||
Rotator | rotation | ||
SkeletalMesh Reference | asset | ||
CollisionType | collision_type | CollisionType.Normal | |
boolean | gravity_enabled | true |
Static Functions​
Inherited Entity Static Functions
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
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
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
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
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 | |
---|---|---|---|
Reload | Forces this Weapon to reload | ||
SetAmmoBag | Sets this Weapon's Ammo in the Bag | ||
SetAmmoClip | Sets this Weapon's Ammo in the Clip | ||
SetAmmoSettings | Aux for setting and configuring ammo | ||
SetAnimationFire | Animation played by the Weapon when Firing | ||
SetAnimationCharacterFire | Animation played by the Character when Firing | ||
SetAnimationReload | Animation played by the Character when Reloading | ||
Animation Reference | GetAnimationReload | Gets the reload animation | |
SetAutoReload | If the Character will reload automatically when ammo empties | ||
SetBulletColor | Set the Bullet Color | ||
SetAutoReload | Sets if the Weapon auto reloads when ammo empties | ||
SetBulletSettings | Aux for setting and configuring the Bullet | ||
SetCadence | Speed of shots | ||
SetClipCapacity | Capacity of the Weapon's clip | ||
SetDamage | Set the Base Weapon's Damage | ||
SetHandlingMode | Sets how the Character grabs this Weapon | ||
SetLeftHandTransform | Left Hand Offset | ||
SetMagazineMesh | Set the mesh used when the Character reloads the weapon | ||
PlayAnimation | Plays an Animation on this Weapon | ||
SetParticlesBulletTrail | Particle of the Bullet flying | ||
SetParticlesBarrel | Particle of the Fire Blast in the muzzle | ||
SetParticlesShells | Particle of the empty bullet flying from the weapon when shooting | ||
SetRightHandOffset | Set the offset of Right Hand | ||
SetSightFOVMultiplier | The FOV multiplier when ADS | ||
SetSightTransform | Offset applied to align player's head to weapon's sight and rotation applied on the weapon when ADS | ||
SetSoundDry | Sound when weapon has not bullet and try to shoot | ||
SetSoundLoad | Sound when Loading a magazine | ||
SetSoundUnload | Sound when Unloading a magazine | ||
SetSoundZooming | Sound when Zooming | ||
SetSoundFire | Sound when Shooting | ||
SetSoundAim | Sound when Aiming | ||
SetSoundFireLastBullets | Sound when firing with only having X remaining bullets in the magazine | ||
SetSpread | Base Weapon's Spread | ||
SetRecoil | Base Weapon's Recoil | ||
SetUsageSettings | Sets if the Weapon can hold to keep firing and if it needs to release to fire | ||
SetWallbangSettings | Sets how the bullet will pass through walls | ||
integer | GetAmmoBag | Gets this Weapon's Ammo Bag | |
integer | GetAmmoClip | Gets this Weapon's Ammo Clip | |
integer | GetAmmoToReload | ||
HandlingMode | GetHandlingMode | ||
Animation Reference | GetAnimationCharacterFire | ||
Animation Reference | GetAnimationFire | ||
StaticMesh Reference | GetMagazineMesh | ||
Particle Reference | GetParticlesBulletTrail | ||
Particle Reference | GetParticlesShells | ||
Sound Reference | GetSoundDry | ||
Sound Reference | GetSoundLoad | ||
Sound Reference | GetSoundUnload | ||
Sound Reference | GetSoundZooming | ||
Sound Reference | GetSoundAim | ||
Sound Reference | GetSoundFire | ||
boolean | GetCanHoldUse | ||
boolean | GetHoldReleaseUse | ||
table | GetBoneTransform | Gets a Bone Transform in world space given a bone name | |
integer | GetBulletCount | ||
Color | GetBulletColor | ||
float | GetCadence | ||
integer | GetClipCapacity | ||
integer | GetDamage | ||
Vector | GetRightHandOffset | ||
Vector | GetLeftHandLocation | ||
Rotator | GetLeftHandRotation | ||
Vector | GetSightLocation | ||
Rotator | GetSightRotation | ||
float | GetSightFOVMultiplier | ||
float | GetSpread | ||
float | GetRecoil |
Reload
​
Forces this Weapon to reload (only if being handled by a Character)
my_weapon:Reload()
SetAmmoBag
​
Sets this Weapon's Ammo in the Bag
my_weapon:SetAmmoBag(new_ammo)
Type | Parameter | Default | Description |
---|---|---|---|
integer | new_ammo |
SetAmmoClip
​
Sets this Weapon's Ammo in the Clip
my_weapon:SetAmmoClip(new_ammo)
Type | Parameter | Default | Description |
---|---|---|---|
integer | new_ammo |
SetAmmoSettings
​
Aux for setting and configuring ammo
my_weapon:SetAmmoSettings(ammo_clip, ammo_bag, ammo_to_reload?, clip_capacity?)
Type | Parameter | Default | Description |
---|---|---|---|
integer | ammo_clip | ||
integer | ammo_bag | ||
integer | ammo_to_reload? | ammo_clip | |
integer | clip_capacity? | ammo_clip |
SetAnimationFire
​
Animation played by the Weapon when Firing
my_weapon:SetAnimationFire(animation_asset_path, play_rate?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_asset_path | ||
float | play_rate? | 1 |
SetAnimationCharacterFire
​
Animation played by the Character when Firing
my_weapon:SetAnimationCharacterFire(animation_path, play_rate?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_path | ||
float | play_rate? | 1 |
SetAnimationReload
​
Animation played by the Character when Reloading
my_weapon:SetAnimationReload(animation_path, play_rate?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_path | ||
float | play_rate? | 1 |
GetAnimationReload
​
Gets the reload animation
— Returns Animation Reference.
local ret = my_weapon:GetAnimationReload()
SetAutoReload
​
If the Character will reload automatically when ammo empties. Default is true
my_weapon:SetAutoReload(auto_reload)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | auto_reload |
SetBulletColor
​
Set the Bullet Color
Only has effect if using Bullet Trail particle P_Bullet_Trail or if you particle has the Color parameter
my_weapon:SetBulletColor(color)
Type | Parameter | Default | Description |
---|---|---|---|
Color | color |
SetAutoReload
​
Sets if the Weapon auto reloads when ammo empties
my_weapon:SetAutoReload(auto_reload)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | auto_reload |
SetBulletSettings
​
Aux for setting and configuring the Bullet
my_weapon:SetBulletSettings(bullet_count, bullet_max_distance, bullet_velocity, bullet_color)
Type | Parameter | Default | Description |
---|---|---|---|
integer | bullet_count | 1 for common weapons > 1 for shotguns | |
integer | bullet_max_distance | ||
integer | bullet_velocity | Visuals only | |
Color | bullet_color |
SetCadence
​
Speed of shots
my_weapon:SetCadence(cadence)
Type | Parameter | Default | Description |
---|---|---|---|
float | cadence | 1 shot at each cadence second |
SetClipCapacity
​
Capacity of the Weapon's clip
my_weapon:SetClipCapacity(clip)
Type | Parameter | Default | Description |
---|---|---|---|
integer | clip |
SetDamage
​
Base Weapon's Damage
This will be multiplied by multiplier factors when hitting specific bones
my_weapon:SetDamage(damage)
Type | Parameter | Default | Description |
---|---|---|---|
integer | damage |
SetHandlingMode
​
Sets how the Character grabs this Weapon
my_weapon:SetHandlingMode(mode)
Type | Parameter | Default | Description |
---|---|---|---|
HandlingMode | mode |
SetLeftHandTransform
​
Left Hand Offset
my_weapon:SetLeftHandTransform(location, rotation)
SetMagazineMesh
​
Set the mesh used when the Character reloads the weapon.
Will drop this Mesh as an animation effect.
my_weapon:SetMagazineMesh(static_mesh_asset_path, magazine_mesh_hide_bone?)
Type | Parameter | Default | Description |
---|---|---|---|
StaticMesh Reference | static_mesh_asset_path | ||
string | magazine_mesh_hide_bone? | b_gun_mag | Weapon bone to hide when reloading it |
PlayAnimation
​
Plays an Animation on this Weapon
my_weapon:PlayAnimation(animation_path, slot_name?, loop_indefinitely?, blend_in_time?, blend_out_time?, play_rate?, stop_all_montages?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_path | ||
string | slot_name? | DefaultSlot | |
boolean | loop_indefinitely? | false | This parameter is only used if the Weapon has an Animation Blueprint |
float | blend_in_time? | 0.25 | This parameter is only used if the Weapon has an Animation Blueprint |
float | blend_out_time? | 0.25 | This parameter is only used if the Weapon has an Animation Blueprint |
float | play_rate? | 1.0 | This parameter is only used if the Weapon has an Animation Blueprint |
boolean | stop_all_montages? | false | Stops all running Montages from the same Group. This parameter is only used if the Weapon has an Animation Blueprint |
SetParticlesBulletTrail
​
Particle of the Bullet flying
my_weapon:SetParticlesBulletTrail(particle_asset_path)
Type | Parameter | Default | Description |
---|---|---|---|
Particle Reference | particle_asset_path |
SetParticlesBarrel
​
Particle of the Fire Blast in the muzzle
my_weapon:SetParticlesBarrel(particle_asset_path)
Type | Parameter | Default | Description |
---|---|---|---|
Particle Reference | particle_asset_path |
SetParticlesShells
​
Particle of the empty bullet flying from the weapon when shooting
my_weapon:SetParticlesShells(particle_asset_path)
Type | Parameter | Default | Description |
---|---|---|---|
Particle Reference | particle_asset_path |
SetRightHandOffset
​
Set the Offset of Right Hand. To position relative to the camera.
my_weapon:SetRightHandOffset(offset)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | offset |
SetSightFOVMultiplier
​
The FOV multiplier when ADS
my_weapon:SetSightFOVMultiplier(multiplier)
Type | Parameter | Default | Description |
---|---|---|---|
float | multiplier |
SetSightTransform
​
Offset applied to align player's head to weapon's sight and rotation applied on the weapon when ADS
my_weapon:SetSightTransform(location, rotation)
SetSoundDry
​
Sound when weapon has not bullet and try to shoot
my_weapon:SetSoundDry(sound_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_asset_path | ||
float | volume? | 1 | |
float | pitch? | 1 |
SetSoundLoad
​
Sound when Loading a magazine
my_weapon:SetSoundLoad(sound_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_asset_path | ||
float | volume? | 1 | |
float | pitch? | 1 |
SetSoundUnload
​
Sound when Unloading a magazine
my_weapon:SetSoundUnload(sound_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_asset_path | ||
float | volume? | 1 | |
float | pitch? | 1 |
SetSoundZooming
​
Sound when Zooming
my_weapon:SetSoundZooming(sound_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_asset_path | ||
float | volume? | 1 | |
float | pitch? | 1 |
SetSoundFire
​
Sound when Shooting
my_weapon:SetSoundFire(sound_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_asset_path | ||
float | volume? | 1 | |
float | pitch? | 1 |
SetSoundAim
​
Sound when Aiming
my_weapon:SetSoundAim(sound_asset_path, volume?, pitch?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_asset_path | ||
float | volume? | 1 | |
float | pitch? | 1 |
SetSoundFireLastBullets
​
Sound when firing with only having X remaining bullets in the magazine, useful for last shot 'ping' or sound when low on bullets
my_weapon:SetSoundFireLastBullets(sound_asset_path, remaining_bullets_count?)
Type | Parameter | Default | Description |
---|---|---|---|
Sound Reference | sound_asset_path | ||
integer | remaining_bullets_count? | 1 | The amount of remaining bullet to start playing this sound |
SetSpread
​
Base Weapon's Spread
my_weapon:SetSpread(spread)
Type | Parameter | Default | Description |
---|---|---|---|
float | spread | the higher the less precision - recommended value: 20 |
SetRecoil
​
Base Weapon's Recoil
my_weapon:SetRecoil(recoil)
Type | Parameter | Default | Description |
---|---|---|---|
float | recoil | 0 means no Recoil, default is 1 |
SetUsageSettings
​
Sets if the Weapon can hold to keep firing and if it needs to release to fire
my_weapon:SetUsageSettings(can_hold_use, hold_release_use)
SetWallbangSettings
​
Sets how the bullet will pass through walls
my_weapon:SetWallbangSettings(max_distance, damage_multiplier)
Type | Parameter | Default | Description |
---|---|---|---|
integer | max_distance | Max distance to pass through another wall | |
float | damage_multiplier | Damage given if wallbangged |
GetAmmoBag
​
Gets this Weapon's Ammo Bag
— Returns integer.
local ret = my_weapon:GetAmmoBag()
GetAmmoClip
​
Gets this Weapon's Ammo Clip
— Returns integer.
local ret = my_weapon:GetAmmoClip()
GetAmmoToReload
​
— Returns integer.
local ret = my_weapon:GetAmmoToReload()
GetHandlingMode
​
— Returns HandlingMode.
local ret = my_weapon:GetHandlingMode()
GetAnimationCharacterFire
​
— Returns Animation Reference.
local ret = my_weapon:GetAnimationCharacterFire()
GetAnimationFire
​
— Returns Animation Reference.
local ret = my_weapon:GetAnimationFire()
GetMagazineMesh
​
— Returns StaticMesh Reference.
local ret = my_weapon:GetMagazineMesh()
GetParticlesBulletTrail
​
— Returns Particle Reference.
local ret = my_weapon:GetParticlesBulletTrail()
GetParticlesShells
​
— Returns Particle Reference.
local ret = my_weapon:GetParticlesShells()
GetSoundDry
​
— Returns Sound Reference.
local ret = my_weapon:GetSoundDry()
GetSoundLoad
​
— Returns Sound Reference.
local ret = my_weapon:GetSoundLoad()
GetSoundUnload
​
— Returns Sound Reference.
local ret = my_weapon:GetSoundUnload()
GetSoundZooming
​
— Returns Sound Reference.
local ret = my_weapon:GetSoundZooming()
GetSoundAim
​
— Returns Sound Reference.
local ret = my_weapon:GetSoundAim()
GetSoundFire
​
— Returns Sound Reference.
local ret = my_weapon:GetSoundFire()
GetCanHoldUse
​
— Returns boolean.
local ret = my_weapon:GetCanHoldUse()
GetHoldReleaseUse
​
— Returns boolean.
local ret = my_weapon:GetHoldReleaseUse()
GetBoneTransform
​
Gets a Bone Transform in world space given a bone name
— Returns table (with this format).
local ret = my_weapon:GetBoneTransform(bone_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name |
GetBulletCount
​
— Returns integer.
local ret = my_weapon:GetBulletCount()
GetBulletColor
​
— Returns Color.
local ret = my_weapon:GetBulletColor()
GetCadence
​
— Returns float.
local ret = my_weapon:GetCadence()
GetClipCapacity
​
— Returns integer.
local ret = my_weapon:GetClipCapacity()
GetDamage
​
— Returns integer.
local ret = my_weapon:GetDamage()
GetRightHandOffset
​
— Returns Vector.
local ret = my_weapon:GetRightHandOffset()
GetLeftHandLocation
​
— Returns Vector.
local ret = my_weapon:GetLeftHandLocation()
GetLeftHandRotation
​
— Returns Rotator.
local ret = my_weapon:GetLeftHandRotation()
GetSightLocation
​
— Returns Vector.
local ret = my_weapon:GetSightLocation()
GetSightRotation
​
— Returns Rotator.
local ret = my_weapon:GetSightRotation()
GetSightFOVMultiplier
​
— Returns float.
local ret = my_weapon:GetSightFOVMultiplier()
GetSpread
​
— Returns float.
local ret = my_weapon:GetSpread()
GetRecoil
​
— Returns float.
local ret = my_weapon:GetRecoil()
Events​
Inherited Entity Events
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
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
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 | |
---|---|---|
Fire | Triggered when Weapon fires (this will be triggered for each shot) | |
Reload | When a Weapon is reloaded, optionally by a Character | |
AmmoClipChange | When the Ammo Clip is changed, by reloading or manually setting through scripting | |
AmmoBagChange | When the Ammo Bag is changed, by reloading or manually setting through scripting |
Fire
​
Triggered when Weapon fires (this will be triggered for each shot)
Weapon.Subscribe("Fire", function(self, shooter)
-- Fire was called
end)
Reload
​
When a Weapon is reloaded, optionally by a Character
Weapon.Subscribe("Reload", function(self, character, ammo_to_reload)
-- Reload was called
end)
AmmoClipChange
​
When the Ammo Clip is changed, by reloading or manually setting through scripting
Weapon.Subscribe("AmmoClipChange", function(self, old_ammo_clip, new_ammo_clip)
-- AmmoClipChange was called
end)
AmmoBagChange
​
When the Ammo Bag is changed, by reloading or manually setting through scripting
Weapon.Subscribe("AmmoBagChange", function(self, old_ammo_clip, new_ammo_clip)
-- AmmoBagChange was called
end)