Used to spawn guards that can patrol and attack other agents.
Changing properties will only affect newly spawned guards.
Verse using statement |
using { /Fortnite.com/Devices } |
Inheritance Hierarchy
This class is derived from the following hierarchy, starting with creative_object:
| Name | Description |
|---|---|
creative_object |
Base class for creative devices and props. |
creative_device_base |
Base class for creative_device. |
Members
This class has both data members and functions.
Data
| Data Member Name | Type | Description |
|---|---|---|
Accuracy |
?guard_spawner_accuracy |
Determines how the guard uses its |
AlertedEvent |
listenable(payload) |
Signaled when a guard has identified an opponent.
|
CanBeHired |
?logic |
If true, agents can hire the guard. |
DamagedEvent |
listenable(payload) |
Signaled when guard is damaged.
|
DespawnOnDismissal |
?logic |
Determines if the guard despawns when it is dismissed. |
DismissedEvent |
listenable(payload) |
Signaled when a guard is dismissed by a player.
|
DisplayAlertness |
?logic |
Determines if the guard displays its alertness level over its head. |
EliminatedEvent |
listenable(payload) |
Signaled when a guard is eliminated.
|
EliminatingEvent |
listenable(payload) |
Signaled when a guard eliminates an agent.
|
HiredEvent |
listenable(payload) |
Signaled when a guard is hired by a player.
|
InitialHealth |
?float |
Determines the starting health of the guard. This value is clamped between 1 and 10000. |
InitialShield |
?float |
Determines the starting shield of the guard. This value is clamped between 1 and 10000. |
Invincible |
?logic |
Whether the guard can receive damage. |
MaxHealth |
?float |
The health value of the guard. This value is clamped between 1 and 10000. |
MaxShield |
?float |
Determines the maximum shield value of the guard. This value is clamped between 1 and 10000. |
ObeyCommands |
?logic |
Determines if the guard obeys ping commands from its hired player. |
PatrolRange |
?float |
Distance in centimeters from its spawn position from which the guard will peacefully roam. This value is clamped between 200.0 and 25000.0. |
RestoreHealthAndShieldOnHire |
?logic |
Determines if the guard is healed when it is hired. |
ShowHealthBar |
?logic |
If true, displays the guard’s health to players. |
SpawnedEvent |
listenable(payload) |
Signaled when a guard is spawned.
Sends the |
SuspiciousEvent |
listenable(payload) |
Signaled when a guard becomes suspicious.
Sends the |
TargetLostEvent |
listenable(payload) |
Signaled when a guard has lost track of a target.
|
UnawareEvent |
listenable(payload) |
Signaled when a guard becomes unaware.
Sends the |
VisibilityRange |
?float |
Determines the range, in centimeters, from which the guard will respond. This value is clamped between 0.0 and 25000.0. |
VisibilityRangeRestriction |
?guard_spawner_visibility_range_restriction |
Determines how the guard uses its |
Functions
| Function Name | Description |
|---|---|
Despawn |
Despawns guards. |
Despawn |
Despawns guards. |
Disable |
Disables this device. Guards will despawn if Despawn Guards When Disabled is set. |
DismissAgentHiredGuards |
Dismisses all hired guards that were recruited by |
DismissAllHiredGuards |
Dismisses all hired guards. |
Enable |
Enables this device. Guards will start to spawn. |
ForceAttackTarget |
Forces guards to attack |
GetAgents |
Get all agents created by this device. |
GetName |
Gets the name of the guard in the hire the guard conversation and elimination feed. |
GetSpawnLimit |
Returns the spawn limit of the device. |
GetTransform |
Returns the transform of the |
Hire |
Hires guards to |
MoveTo |
Moves the |
MoveTo |
Moves the |
Reset |
Resets the spawn count allowing spawning of a new batch of guards. |
SetGuardsHireable |
Allows guards to be hired. |
SetGuardsNotHireable |
Prevents guards from being hired. |
SetName |
Sets the name of the guard in the hire the guard conversation and elimination feed. |
Spawn |
Tries to spawn a guard. |
Spawn |
Tries to spawn a guard. If Auto Hire When Spawned is set to Triggering Player the guard will be hired by |
SpawnAt |
Spawn a guard at the given position. When Rotation is not provided, it will default to the Device |
TeleportTo |
Teleports the |
TeleportTo |
Teleports the |