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DBNO Teleporter system to teleport the player who gets a kill to a teleporter. File 2 has comments. File 1 is the same code without comments.
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using { /Fortnite.com/Devices } | |
using { /Verse.org/Simulation } | |
using { /Fortnite.com/Playspaces } | |
using { /Fortnite.com/Characters } | |
using { /Fortnite.com/Game } | |
using { /UnrealEngine.com/Temporary/Diagnostics } | |
game_manager_device:=class(creative_device): | |
@editable DBNO : down_but_not_out_device = down_but_not_out_device {} | |
@editable Teleporter1 : teleporter_device = teleporter_device {} | |
@editable Teleporter2 : teleporter_device = teleporter_device {} | |
@editable ScoreManager : score_manager_device = score_manager_device {} | |
OnBegin<override>()<suspends>:void= | |
DBNO.AgentDownedEvent.Subscribe(DownedEvent) | |
DownedEvent(Agent:agent):void= | |
Playspace : fort_playspace = GetPlayspace() | |
AllPlayers : []player = Playspace.GetPlayers() | |
for (Index -> Players : AllPlayers): | |
if (Player := player[Agent]): | |
if (Player = AllPlayers[0]): | |
if (InPlayer:=AllPlayers[1]): | |
ScoreManager.Activate(InPlayer) | |
Teleporter2.Activate(InPlayer) | |
else: | |
if (InPlayer:=AllPlayers[0]): | |
ScoreManager.Activate(InPlayer) | |
Teleporter1.Activate(InPlayer) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using { /Fortnite.com/Devices } | |
using { /Verse.org/Simulation } | |
using { /Fortnite.com/Playspaces } | |
using { /Fortnite.com/Characters } | |
using { /Fortnite.com/Game } | |
using { /UnrealEngine.com/Temporary/Diagnostics } | |
game_manager_device:=class(creative_device): | |
@editable DBNO : down_but_not_out_device = down_but_not_out_device {} | |
# Teleporter for Player 1 | |
@editable Teleporter1 : teleporter_device = teleporter_device {} | |
# Teleporter for Player 2 | |
@editable Teleporter2 : teleporter_device = teleporter_device {} | |
# Make sure you configure your score device to apply the appropriate score per activation | |
@editable ScoreManager : score_manager_device = score_manager_device {} | |
OnBegin<override>()<suspends>:void= | |
# This triggers whenever a player goes down | |
DBNO.AgentDownedEvent.Subscribe(DownedEvent) | |
DownedEvent(Agent:agent):void= | |
# Grabbing the players | |
Playspace : fort_playspace = GetPlayspace() | |
AllPlayers : []player = Playspace.GetPlayers() | |
for (Index -> Players : AllPlayers): | |
# if the player who goes down is Player 1 | |
if (Player := player[Agent]): | |
if (Player = AllPlayers[0]): | |
# teleport Player 2 and activate the score device for them | |
if (InPlayer:=AllPlayers[1]): | |
ScoreManager.Activate(InPlayer) | |
Teleporter2.Activate(InPlayer) | |
else: | |
# otherwise teleport Player 1 and activate the score device for them | |
if (InPlayer:=AllPlayers[0]): | |
ScoreManager.Activate(InPlayer) | |
Teleporter1.Activate(InPlayer) |
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