NetNPC
This is the server-side class for NetNPC.
Class Instance Methods
Inherited methods from NetObject
NetObject:SetData(key: string, value: any, broadcast: bool): boolean
Sets generic data on the object. Value must be a number, string, bool, vec2, vec3, vec4, or quat. If broadcast is true, the data will be synchronized to all clients. Returns true if the data was set successfully, false otherwise (for unsupported types).
Parameters:
key: string
- The key to store the data undervalue: any
- The value to store (must be a supported type)broadcast: bool
- Whether to synchronize the data to all clients
Returns: boolean - true if the data was set successfully, false otherwise
Example:
-- Set data and broadcast to all clients
local success = object:SetData("serverValue", 100, true)
if success then
print("Data set and broadcast successfully")
else
print("Failed to set data")
end
-- Set data only on server
local success = object:SetData("localValue", 50, false)
NetObject:SetHealth(health: number): void
Sets the health of the network object. This change is synchronized to all players.
Parameters:
health: number
- The new health value for the object
Example:
-- Set object health to 100
object:SetHealth(100)
NetObject:SetPosition(position: vec3): void
Sets the position of the network object. This change is synchronized to all players.
Parameters:
position: vec3
- The new position for the object
Example:
-- Teleport object to a new position
object:SetPosition(vec3(100, 50, 200))
NetObject:SetRotation(rotation: quat): void
Sets the rotation of the network object. This change is synchronized to all players.
Parameters:
rotation: quat
- The new rotation for the object
Example:
-- Rotate object to face north
object:SetRotation(quat(0, 0, 1, 0))
NetObject:SetVelocity(velocity: vec3): void
Sets the velocity of the network object. This change is synchronized to all players.
Parameters:
velocity: vec3
- The new velocity for the object
Example:
-- Launch object forward at high speed
object:SetVelocity(vec3(100, 0, 0))
NetObject:SetAngularVelocity(velocity: vec3): void
Sets the angular velocity (rotation speed around each axis) of the network object. This change is synchronized to all players. Note: This method works only for anything but NetPlayer.
Parameters:
velocity: vec3
- The new angular velocity for the object (in radians per second)
Example:
-- Make object spin around Y axis
object:SetAngularVelocity(vec3(0, 5, 0))
-- Stop rotation
object:SetAngularVelocity(vec3(0, 0, 0))
NetObject:GetPosition(): vec3
Returns the position of the object.
Returns: vec3 - The position of the object
Example:
local position = object:GetPosition()
print("Object position: " .. tostring(position))
NetObject:GetRotation(): quat
Returns the rotation of the object.
Returns: quat - The rotation of the object
Example:
local rotation = object:GetRotation()
print("Object rotation: " .. tostring(rotation))
NetObject:GetEulerRotation(): vec3
Returns the Euler rotation of the object.
Returns: vec3 - Euler rotation
Example:
local eulerRotation = object:GetEulerRotation()
print("Object euler rotation: " .. tostring(eulerRotation))
NetObject:GetHealth(): number
Returns the current health of the object.
Returns: number - The current health of the object
Example:
local health = object:GetHealth()
print("Object health: " .. health)
NetObject:GetMaxHealth(): number
Returns the maximum health of the object.
Returns: number - The maximum health of the object
Example:
local maxHealth = object:GetMaxHealth()
print("Object max health: " .. maxHealth)
NetObject:GetVelocity(): vec3
Returns the velocity of the object.
Returns: vec3 - The velocity of the object
Example:
local velocity = object:GetVelocity()
print("Object velocity: " .. tostring(velocity))
NetObject:GetAngularVelocity(): vec3
Returns the angular velocity of the object.
Returns: vec3 - The angular velocity of the object
NetObject:GetNetId(): number
Returns the network ID of the object.
Returns: number - The network ID of the object
Example:
local netId = object:GetNetId()
print("Object network ID: " .. netId)
NetObject:GetData(key: string): any
Gets generic data from the object.
Parameters:
key: string
- The key of the data to retrieve
Returns: any - The stored data value
Example:
local value = object:GetData("customValue")
print("Retrieved value: " .. tostring(value))
NetObject:AsPlayer(): NetPlayer | nil
Returns a NetPlayer instance if the object is a player, otherwise returns nil. This is a safe way to cast a NetObject to a NetPlayer.
Returns: NetPlayer instance if the object is a player, nil otherwise
Example:
-- Safe casting to NetPlayer
local netObject = someNetObject -- Assume this is a NetObject instance
local player = netObject:AsPlayer()
if player then
print("This is a player: " .. player:GetNick())
else
print("This is not a player")
end
NetObject:AsVehicle(): NetVehicle | nil
Returns a NetVehicle instance if the object is a vehicle, otherwise returns nil. This is a safe way to cast a NetObject to a NetVehicle.
Returns: NetVehicle instance if the object is a vehicle, nil otherwise
Example:
-- Safe casting to NetVehicle
local netObject = someNetObject -- Assume this is a NetObject instance
local vehicle = netObject:AsVehicle()
if vehicle then
print("This is a vehicle at position: " .. tostring(vehicle:GetPosition()))
else
print("This is not a vehicle")
end
NetObject:AsMountedGun(): NetMountedGun | nil
Returns a NetMountedGun instance if the object is a mounted gun, otherwise returns nil. This is a safe way to cast a NetObject to a NetMountedGun.
Returns: NetMountedGun instance if the object is a mounted gun, nil otherwise
Example:
-- Safe casting to NetMountedGun
local netObject = someNetObject -- Assume this is a NetObject instance
local mountedGun = netObject:AsMountedGun()
if mountedGun then
print("This is a mounted gun with health: " .. mountedGun:GetHealth())
else
print("This is not a mounted gun")
end
NetObject:AsRigidObject(): NetRigidObject | nil
Returns a NetRigidObject instance if the object is a rigid object, otherwise returns nil. This is a safe way to cast a NetObject to a NetRigidObject.
Returns: NetRigidObject instance if the object is a rigid object, nil otherwise
Example:
-- Safe casting to NetRigidObject
local netObject = someNetObject -- Assume this is a NetObject instance
local rigidObject = netObject:AsRigidObject()
if rigidObject then
print("This is a rigid object with velocity: " .. tostring(rigidObject:GetVelocity()))
else
print("This is not a rigid object")
end
NetObject:AsNPC(): NetNPC | nil
Returns a NetNPC instance if the object is an NPC, otherwise returns nil. This is a safe way to cast a NetObject to a NetNPC.
Returns: NetNPC instance if the object is an NPC, nil otherwise
Example:
-- Safe casting to NetNPC
local netObject = someNetObject -- Assume this is a NetObject instance
local npc = netObject:AsNPC()
if npc then
print("This is an NPC with ID: " .. npc:GetId())
else
print("This is not an NPC")
end
NetObject:AsTether(): NetTether | nil
Returns a NetTether instance if the object is a tether, otherwise returns nil. This is a safe way to cast a NetObject to a NetTether.
Returns: NetTether instance if the object is a tether, nil otherwise
Example:
-- Safe casting to NetTether
local netObject = someNetObject -- Assume this is a NetObject instance
local tether = netObject:AsTether()
if tether then
print("This is a tether")
else
print("This is not a tether")
end
NetObject:GetType(): NetObjectType
Returns the network object type. Use the NetObjectType
enum to compare types.
Returns: The type of the network object as a NetObjectType enum value
Example:
-- Check object type
local netObject = someNetObject -- Assume this is a NetObject instance
local objectType = netObject:GetType()
if objectType == NetObjectType.Player then
print("This is a player object")
elseif objectType == NetObjectType.Vehicle then
print("This is a vehicle object")
end
NetNPC:Move(direction: vec3, moveType: MoveType, moveStyle: MoveStyle): void
Specifies in which direction the NPC should move. The NPC will keep moving until an idle movement type is specified.
Parameters:
direction: vec3
- The direction to move inmoveType: MoveType
- The type of movement (Walk, Run, Sprint, Idle)moveStyle: MoveStyle
- The style of movement (Normal, Search, etc.)
Example:
-- Make NPC walk forward
npc:Move(vec3(1, 0, 0), MoveType.Walk, MoveStyle.Normal)
-- Make NPC sprint to the right
npc:Move(vec3(0, 0, 1), MoveType.Sprint, MoveStyle.Patrol)
-- Make NPC idle
npc:Move(vec3(0, 0, 0), MoveType.Idle, MoveStyle.Normal)
NetNPC:LookAt(position: vec3, type: LookType): void
Makes the NPC look at a specific position.
Parameters:
position: vec3
- The position to look attype: LookType
- How the NPC should look (Head or Body)
Example:
-- Make NPC look at position with just the head
npc:LookAt(vec3(100, 50, 200), LookType.Head)
-- Make NPC turn their body to look at position
npc:LookAt(vec3(200, 100, 300), LookType.Body)
NetNPC:SetHealth(health: int): void
Sets the health of the NPC.
Parameters:
health: int
- The health value to set
Example:
npc:SetHealth(100)
NetNPC:Destroy(): void
Destroys the NPC.
Example:
npc:Destroy()