#Selling custom damage device

3 messages · Page 1 of 1 (latest)

royal saddle
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using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Game }

damage_device := class(creative_device):

    @editable
    WeaponButtons : []conditional_button_device = array{}

    @editable
    DamageTest : damage_amplifier_powerup_device = damage_amplifier_powerup_device{}

    @editable
    VFX1 : visual_effect_powerup_device = visual_effect_powerup_device{}

    @editable DamageMultiplier : float = 0.0

    var Logic : logic = false

    WeaponButtons_Func(Player : player)<suspends>:void=
        if (FC := Player.GetFortCharacter[], Agent := FC.GetAgent[]):
            loop:
                Sleep(0.5)
                var AnyButtonHeld : logic = false

                for (Button : WeaponButtons):
                    if (Button.IsHoldingItem[Player]):
                        set AnyButtonHeld = true
                        DamageTest.Spawn()
                        VFX1.Spawn()
                        VFX1.Pickup(Agent)
                        DamageTest.Pickup(Agent)
                        DamageTest.SetMagnitude(DamageMultiplier)
                        Print("arme en main")

                if (AnyButtonHeld = false):
                    DamageTest.SetMagnitude(1.0)
                    DamageTest.Despawn()
                    VFX1.Despawn()
                    Print("arme pas en main")

                if (Logic = true):
                    break

    OnBegin<override>()<suspends>:void =
        for (Player : GetPlayspace().GetPlayers(), FortCharacter := Player.GetFortCharacter[]):
            spawn:
                WeaponButtons_Func(Player)
#

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oak crescent
#

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