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@spentak
Created March 24, 2023 16:43
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This code is a UEFN Fortnite "Device" for managing a Gun Game feature where players fight online and get a new weapon after each elimination
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Fortnite.com/Teams }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This code is a UEFN Fortnite "Device" for managing a Gun Game feature
# where players fight online and get a new weapon after each elimination
# A Verse-authored creative device that can be placed in a level
game_manager := class(creative_device):
# Map data structure that stores players as the key
# and current WeaponTier as the value
var PlayerMap : [player]int = map{}
# Item granters stored in an array so we can give the player
# new weapons
@editable
var WeaponGranters : []item_granter_device = array{}
# Array of bots for beating up and testing
@editable
var Sentries : []sentry_device = array{}
# This is how we end the game later
@editable
EndGameDevice : end_game_device = end_game_device{}
# Needed to let the game know when to end
var ElimsToEndGame : int = 0
# Runs when the device is started in a running game
OnBegin<override>()<suspends>:void=
set ElimsToEndGame = WeaponGranters.Length;
InitPlayers()
InitTestMode()
InitPlayers() : void=
AllPlayers := GetPlayspace().GetPlayers()
for (Player : AllPlayers, FortCharacter := Player.GetFortCharacter[]):
if (set PlayerMap[Player] = 0, WeaponTier := PlayerMap[Player]):
FortCharacter.EliminatedEvent().Subscribe(OnPlayerEliminated)
GrantWeapon(Player, WeaponTier)
GrantWeapon(Player : player, WeaponTier: int) : void=
Print("Attempting to grant weapon")
if (ItemGranter := WeaponGranters[WeaponTier]):
Print("Granted item to player")
ItemGranter.GrantItem(Player)
OnPlayerEliminated(Result : elimination_result) : void=
Eliminator := Result.EliminatingCharacter
if (FortCharacter := Eliminator?, EliminatingAgent := FortCharacter.GetAgent[]):
Print("We need to promote player")
PromotePlayer(Agent : agent) : void=
var WeaponTier : int = 0
if (Player := player[Agent], PlayerWeaponTier := PlayerMap[Player]):
set WeaponTier = PlayerWeaponTier + 1
CheckEndGame(Agent, WeaponTier)
if (Player := player[Agent], set PlayerMap[Player] = WeaponTier):
GrantWeapon(Player, WeaponTier)
InitTestMode() : void=
for (Sentry : Sentries):
Sentry.EliminatedEvent.Subscribe(TestPlayerElimination)
TestPlayerElimination(Agent : ?agent) : void=
Print("Sentry eliminated!")
if (Player := Agent?):
PromotePlayer(Player)
CheckEndGame(Player : agent, WeaponTier : int) : void=
if (WeaponTier >= ElimsToEndGame):
EndGameDevice.Activate(Player)
@MrXangelo
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@BaSSa8 are you able to share how to make players joining in progress.

@MrDitkovichhh
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It won't work when I'm fighting players, it only works when I fight a sentry bot. How can I fix it?

@danthecar556
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@DanielHalfeld
Can you put what exactly you wrote, I am unsure on where/ how to put it.

@danthecar556
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@DanielHalfeld
How exactly/ where exactly did you write this, could you post a ss?

@PokeCulture
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I start with no weapons. Not sure why. Can someone tell me?

@Kouttsy
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Kouttsy commented Mar 6, 2024

So I've copied this exactly into verse I've put drop items at players location to never as well as keep items on respawn but my issue is when you get a elim the gun dosnt change, but if you have a bot the guns do change is there a fix to this ?

@DPD125
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DPD125 commented Apr 26, 2024

Hi i just started using verse, i am confused on where to put it

@HS-BLIP
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HS-BLIP commented May 5, 2024

The current code only applies to the sentry bot, not the player. When I eliminate a player, the weapon doesn't switch, but it does switch after eliminating a sentry bot. Additionally, new players who join mid-game don't receive a weapon. Could you please fix the code so that eliminating a player triggers a weapon switch and ensure that players joining mid-game also receive a weapon?

@HS-BLIP
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HS-BLIP commented May 5, 2024

How to take it off test mode? everytime I upload, it only implys for the sentry only, but if I eliminate a player, there’s no weapon change for some reason… only when I eliminate the sentry bot.

Actually you don`t need to take test mode off, i only added one line on the "OnPlayerEliminated" function : PromotePlayer(EliminatingAgent)

have you figure out the code if so can please share it

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