ImpactData
A data structure containing all information about a specific Weapon interaction, such as collision with a character.
Properties
Property Name | Return Type | Description | Tags |
---|---|---|---|
targetObject | Object | Reference to the CoreObject/Player hit by the Weapon. | Read-Only |
projectile | Projectile | Reference to a Projectile, if one was produced as part of this interaction. | Read-Only |
sourceAbility | Ability | Reference to the Ability which initiated the interaction. | Read-Only |
weapon | Weapon | Reference to the Weapon that is interacting. | Read-Only |
weaponOwner | Player | Reference to the Player who had the Weapon equipped at the time it was activated, ultimately leading to this interaction. | Read-Only |
travelDistance | number | The distance in cm between where the Weapon attack started until it impacted something. | Read-Only |
isHeadshot | boolean | True if the Weapon hit another player in the head. | Read-Only |
Functions
Function Name | Return Type | Description | Tags |
---|---|---|---|
GetHitResult() | HitResult | Physics information about the impact between the Weapon and the other object. | None |
GetHitResults() | Array <HitResult > | Table with multiple HitResults that hit the same object, in the case of Weapons with multi-shot (for example Shotguns). If a single attack hits multiple targets you receive a separate interaction event for each object hit. | None |
Examples
Example using:
GetHitResult
HitResult is used by Weapons to transmit data about the interaction. In this example, the socketName
property is used in determining how much damage to apply, depending on what part of the target's body was hit. For this to work, the weapon's default damage number should be set to zero, with all damage applied through this script.
local WEAPON = script:FindAncestorByType('Weapon')
local HEADSHOT_DAMAGE = WEAPON:GetCustomProperty("HeadshotDamage")
local NECK_DAMAGE = WEAPON:GetCustomProperty("NeckDamage")
local TORSO_DAMAGE = WEAPON:GetCustomProperty("TorsoDamage")
local LIMB_DAMAGE = WEAPON:GetCustomProperty("BaseDamage")
function OnTargetImpacted(weapon, impactData)
local target = impactData.targetObject
-- Apply damage to target only if it's a player
if Object.IsValid(target) and target:IsA("Player") then
local hitResult = impactData:GetHitResult()
local socketName = hitResult.socketName
-- Figure out how much damage this did
local amount = LIMB_DAMAGE
if impactData.isHeadshot then
amount = HEADSHOT_DAMAGE
elseif socketName == "neck"
or socketName == "left_clavicle"
or socketName == "right_clavicle" then
amount = NECK_DAMAGE
elseif socketName == "pelvis"
or socketName == "lower_spine"
or socketName == "upper_spine" then
amount = TORSO_DAMAGE
end
-- Creating damage information
local damageInfo = Damage.New(amount)
damageInfo.reason = DamageReason.COMBAT
damageInfo.sourceAbility = impactData.sourceAbility
damageInfo.sourcePlayer = impactData.weaponOwner
-- Apply damage to the enemy player
target:ApplyDamage(damageInfo)
end
end
WEAPON.targetImpactedEvent:Connect(OnTargetImpacted)
See also: ImpactData.targetObject | CoreObject.FindAncestorByType | Object.IsValid | other.IsA | HitResult.socketName | Damage.New | Player.ApplyDamage | Weapon.targetImpactEvent | Event.Connect
Example using:
GetHitResults
targetObject
weaponOwner
isHeadshot
When it comes to weapons damaging players, there is a built-in damage value that works. However, additional mechanics can be layered on top, with scripts. In this example, some weapons can have multiple shots at once (for example a Shotgun) and headshots are defined to have a different damage value. For this to work, the weapon's default damage number should be set to zero, with all damage applied through this script.
local WEAPON = script:FindAncestorByType('Weapon')
local BASE_DAMAGE = WEAPON:GetCustomProperty("BaseDamage")
local HEADSHOT_DAMAGE = WEAPON:GetCustomProperty("HeadshotDamage")
local function OnTargetImpacted(weapon, impactData)
local target = impactData.targetObject
-- Apply damage to target only if it's a player
if Object.IsValid(target) and target:IsA("Player") then
-- Figure out how much damage this did
local amount = BASE_DAMAGE
if impactData.isHeadshot then
amount = HEADSHOT_DAMAGE
end
-- The GetHitResults() returns a table. The # symbol gives the size of the table
local numberOfHits = #impactData:GetHitResults()
-- Creating damage information
local damageInfo = Damage.New(amount * numberOfHits)
damageInfo.reason = DamageReason.COMBAT
damageInfo.sourceAbility = impactData.sourceAbility
damageInfo.sourcePlayer = impactData.weaponOwner
-- Apply damage to the enemy player
target:ApplyDamage(damageInfo)
end
end
WEAPON.targetImpactedEvent:Connect(OnTargetImpacted)
See also: ImpactData.sourceAbility | CoreObject.FindAncestorByType | Object.IsValid | other.IsA | Damage.New | Player.ApplyDamage | Weapon.targetImpactedEvent | Event.Connect
Example using:
projectile
Projectiles that are fired from weapons cannot be controlled in the same was as projectiles that are created with Projectile.Spawn()
. That's because they are client-predicted, which is a tradeoff that usually leads to better gameplay fidelity. That said, there are still mechanics that can be explored with access to the ImpactData
's projectile object. In this example, the weapon is setup with a value on the Projectile Pierces
property. This causes shots to go through objects. In this hypothetical game we want shots that hit player limbs to go through them and hit objects behind. If the impact happened on any other object or part of their body, then we destroy the projectile.
local WEAPON = script:FindAncestorByType('Weapon')
local function StringBeginsWith(str, start)
return str:sub(1, #start) == start
end
local function OnTargetImpacted(weapon, impactData)
local target = impactData.targetObject
local projectile = impactData.projectile
if Object.IsValid(target) and target:IsA("Player") then
local hitResult = impactData:GetHitResult()
local socketName = hitResult.socketName
if not StringBeginsWith(socketName, "left")
and not StringBeginsWith(socketName, "right") then
-- The projectile hit a player, but not on a limb
projectile:Destroy()
end
else
-- The projectile hit a non-player object
projectile:Destroy()
end
end
WEAPON.targetImpactedEvent:Connect(OnTargetImpacted)
See also: ImpactData.targetObject | CoreObject.FindAncestorByType | Object.IsValid | other.IsA | HitResult.socketName | Projectile.Destroy | Weapon.targetImpactedEvent | Event.Connect
Example using:
sourceAbility
In this example, the shoot ability is manipulated as a result of the targetImpactEvent
. If the shot was a headshot the ability continues as normal and will immediately refresh. However, if it was not a headshot there is an additional 1 second delay during which the player can't use the shoot ability.
local WEAPON = script:FindAncestorByType('Weapon')
local function OnTargetImpacted(weapon, impactData)
local attackAbility = impactData.sourceAbility
if Object.IsValid(attackAbility)
and not impactData.isHeadshot then
attackAbility.isEnabled = false
Task.Wait(1)
if Object.IsValid(attackAbility) then
attackAbility.isEnabled = true
end
end
end
WEAPON.targetImpactedEvent:Connect(OnTargetImpacted)
See also: ImpactData.isHeadshot | CoreObject.FindAncestorByType | Object.IsValid | Ability.isEnabled | Task.Wait | Weapon.targetImpactedEvent | Event.Connect
Example using:
travelDistance
The travelDistance
property tells us the distance (in centimeters) between the origin of the shot and the impact point. In this example, we use that information to create a weapon that deals variable damage, depending on the distance. It could be configured to do either maximum damage at maximum range or minimum damage at the max range, all dependent upon custom property values. For this to work, the weapon's default damage number should be set to zero, with all damage applied through this script.
local WEAPON = script:FindAncestorByType('Weapon')
local DAMAGE_AT_MIN = WEAPON:GetCustomProperty("MinDamage")
local DAMAGE_AT_MAX = WEAPON:GetCustomProperty("MaxDamage")
local MIN_DAMAGE_RANGE = WEAPON:GetCustomProperty("MinDamageRange")
local MAX_DAMAGE_RANGE = WEAPON:GetCustomProperty("MaxDamageRange")
local function OnTargetImpacted(weapon, impactData)
local target = impactData.targetObject
-- Apply damage to target only if it's a player
if Object.IsValid(target) and target:IsA("Player") then
-- Figure out how much damage this did
local percent = (impactData.travelDistance - MIN_DAMAGE_RANGE) / (MAX_DAMAGE_RANGE - MIN_DAMAGE_RANGE)
percent = CoreMath.Clamp(percent)
local amount = CoreMath.Lerp(DAMAGE_AT_MIN, DAMAGE_AT_MAX, percent)
-- Creating damage information
local damageInfo = Damage.New(amount)
damageInfo.reason = DamageReason.COMBAT
damageInfo.sourceAbility = impactData.sourceAbility
damageInfo.sourcePlayer = impactData.weaponOwner
-- Apply damage to the enemy player
target:ApplyDamage(damageInfo)
end
end
WEAPON.targetImpactedEvent:Connect(OnTargetImpacted)
See also: ImpactData.targetObject | CoreObject.FindAncestorByType | Object.IsValid | other.IsA | CoreMath.Clamp | Damage.New | Player.ApplyDamage | Weapon.targetImpactedEvent | Event.Connect
Example using:
weapon
While the targetImpactedEvent
conveniently provides the weapon as the first parameter, the ImpactData
that comes as the second parameter also contains a reference to the weapon. This is useful if we are forwarding the logic off to another script. In this case we only need to pass the ImpactData
and the other script will have all the information it needs. In this example, a damage manager script is required()
by the weapon and the combat decision is forwarded to the manager.
local WEAPON = script:FindAncestorByType('Weapon')
local COMBAT_MANAGER = require( WEAPON:GetCustomProperty("CombatManager") )
local function OnTargetImpacted(weapon, impactData)
COMBAT_MANAGER.TargetImpacted(impactData)
end
WEAPON.targetImpactedEvent:Connect(OnTargetImpacted)
--[[#description
Combat manager script that is required by the weapon:
]]
function TargetImpacted(impactData)
local weapon = impactData.weapon
local owner = impactData.sourcePlayer
-- Life Steal mechanic
if owner:GetResource("LifeSteal") > 0 then
owner.hitPoints = owner.hitPoints + weapon.damage
if owner.hitPoints > owner.maxHitPoints then
owner.hitPoints = owner.maxHitPoints
end
end
end
-- return {
-- TargetImpacted = TargetImpacted
-- }
See also: ImpactData.sourcePlayer | CoreObject.FindAncestorByType | CoreLua.require | Player.GetResource | Weapon.damage | Event.Connect