A boss-like environmental encounter that will attack players with different abilities
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. |
Exposed Interfaces
This class exposes the following interfaces:
| Name | Description |
|---|---|
has_spire_functionality |
An interface for shared functionality between different spire devices |
Members
This class has both data members and functions.
Data
| Data Member Name | Type | Description |
|---|---|---|
ActivateEvent |
listenable(payload) |
Triggers when the Spire becomes activated from players entering the |
ActivationDistance |
?float |
Determines the distance where approaching players activate the Spire.
|
BeamArc |
?float |
Determines the distance/angle that the beam will travel
|
BeamCooldownTime |
?float |
Determines the amount of time that the Spire must wait to use the beam attack after previously using it
|
BeamDamagePerSecondToBuildings |
?float |
Determines how much total damage the beam attack does per second to buildings.
|
BeamDamagePerSecondToCreatures |
?float |
Determines how much total damage the beam attack does per second to creatures.
|
BeamDamagePerSecondToGuards |
?float |
Determines how much total damage the beam attack does per second to guards.
|
BeamDamagePerSecondToPlayers |
?float |
Determines how much total damage the beam attack does per second to players.
|
BeamDamagePerSecondToVehicles |
?float |
Determines how much total damage the beam attack does per second to vehicles.
|
BeamDamagePerSecondToWildlife |
?float |
Determines how much total damage the beam attack does per second to wildlife.
|
BeamDuration |
?float |
Determines how long the Spire takes to complete the beam attack
|
BeginBeamEvent |
listenable(payload) |
Triggers when the Spire begins charging up its beam attack |
BeginHomingProjectileEvent |
listenable(payload) |
Triggers when the Spire starts spawning homing projectiles to fire |
BeginScreamEvent |
listenable(payload) |
Triggers when the Spire begins to perform the scream. |
BeginSlamEvent |
listenable(payload) |
Triggers when the Spire begins its slam attack |
BeginSlamRecoverEvent |
listenable(payload) |
Triggers when the Spire begins trying to recover from the slam attack, when the appendage weakpoint is stuck in the ground. |
DeactivateEvent |
listenable(payload) |
Triggers when the Spire becomes deactivated, either from players leaving the |
DestroyEvent |
listenable(payload) |
Triggers when the Spire is destroyed from damage or events
|
EndBeamEvent |
listenable(payload) |
Triggers when the Spire finishes shooting its beam attack |
EndHomingProjectileEvent |
listenable(payload) |
Triggers when the last homing projectile has exploded |
EndScreamEvent |
listenable(payload) |
Triggers when the Spire has finished performing the scream |
EndSlamEvent |
listenable(payload) |
Triggers when the Spire has finished recovering from the slam attack |
EndSlamRecoverEvent |
listenable(payload) |
Triggers when the Spire finishes recovering from the slam attack and the appendage weakpoint is no longer stuck in the ground. |
Health |
?float |
The Spire's current health. Clamped between 0 and
|
HomingProjectileCooldownTime |
?float |
Determines the amount of time that the Spire must wait to use the homing projectile attack after previously using it
|
HomingProjectileDamageCreatures |
?float |
Determines how much total damage the homing projectile attack does to creatures.
|
HomingProjectileDamageToBuildings |
?float |
Determines how much total damage the homing projectile attack does to buildings.
|
HomingProjectileDamageToGuards |
?float |
Determines how much total damage the homing projectile attack does to guards.
|
HomingProjectileDamageToPlayers |
?float |
Determines how much total damage the homing projectile attack does to players.
|
HomingProjectileDamageToVehicles |
?float |
Determines how much total damage the homing projectile attack does to vehicles.
|
HomingProjectileDamageWildlife |
?float |
Determines how much total damage the homing projectile attack does to wildlife.
|
HomingProjectileMaxSpeed |
?float |
Determines the maximum speed that homing projectiles can accelerate to.
|
IsBeamAttackEnabled |
?logic |
Determines if the Spire is able to use the beam attack. Setting this to false will not interrupt the attack if it is currently in progress. |
IsHomingProjectileAttackEnabled |
?logic |
Determines if the Spire is able to use the homing projectile attack. Setting this to false will not interrupt the attack if it is currently in progress. |
IsScreamAttackEnabled |
?logic |
Determines if the Spire is able to perform the scream attack.
|
IsSlamAttackEnabled |
?logic |
Determines if the Spire is able to use the slam attack. Setting this to false will not interrupt the attack if it is currently in progress. |
MaxHealth |
?float |
The maximum health of this Spire. |
MaximumTimeBetweenAbilities |
?float |
Determines the maximum amount of time that the Spire must wait to use another ability after previously using one
|
MinimumTimeBetweenAbilities |
?float |
Determines the minimum amount of time that the Spire must wait to use another ability after previously using one
|
NumberOfHomingProjectiles |
?int |
Determines the number of homing projectiles that can be fired per attack.
|
ShowMapIcon |
?logic |
Determines if a Spire-specific icon should be displayed on the map while the Spire is spawned |
SlamAttackDamageCreatures |
?float |
Determines how much total damage the slam attack does to creatures.
|
SlamAttackDamageToBuildings |
?float |
Determines how much total damage the slam attack does to buildings.
|
SlamAttackDamageToGuards |
?float |
Determines how much total damage the slam attack does to guards.
|
SlamAttackDamageToPlayers |
?float |
Determines how much total damage the slam attack does to players.
|
SlamAttackDamageToVehicles |
?float |
Determines how much total damage the slam attack does to vehicles.
|
SlamAttackDamageWildlife |
?float |
Determines how much total damage the slam attack does to wildlife.
|
SlamCooldownTime |
?float |
Determines the amount of time the Spire must wait to use the slam attack after previously using it
|
SlamInitialRadius |
?float |
Determines the radius that the slam attack initially affects before the shockwave spreads.
|
SlamRecoveryTime |
?float |
Determines the amount of time it takes for the Spire to recover from the slam attack.
|
SlamShockwaveDuration |
?float |
Determines the time it takes for the slam attack's shockwave to reach the maximum radius.
|
SlamShockwaveMaxRadius |
?float |
Determines the maximum radius that the slam attack's shockwave can spread
|
SpawnEvent |
listenable(payload) |
Triggers when the Spire is spawned, either from players entering the |
TargetChangeEvent |
listenable(payload) |
Triggers when the Spire’s player target is changed to a different player |
WaitForAllProjectilesToSpawnBeforeNextAttack |
?logic |
Succeeds if the Spire must wait until all projectiles have spawned before moving on to the next attack
|
Functions
| Function Name | Description |
|---|---|
ClearTarget |
Removes the target set from |
Destroy |
Sets the Spire's health to zero, destroying it.
|
Disable |
Disable the device which causes the Spire to become deactivated, stopping the behaviors and attacks, as well as preventing activation when players are within the
|
Enable |
Enable the device, causing the Spire to become activated when players are within the
|
GetTransform |
Returns the transform of the |
HideClouds |
Fades out the preview clouds above where the Spire spawns. |
IsActivated |
If this Spire is currently activated.
|
IsDestroyed |
Succeeds if this Spire's health has reached 0. Fails otherwise |
IsEnabled |
Succeeds if the device is enabled. Fails if the Spire is disabled. While disabled, the Spire is deactivated and will not react to approaching players, nor take damage. |
IsSpawned |
Succeeds if this Spire is in a spawned state. Fails if the Spire is destroyed or has not spawned. |
MoveTo |
Moves the |
MoveTo |
Moves the |
Reset |
Resets the Spire to its initial state. |
SetTarget |
Sets the main target of the Spire, causing the Spire to focus attacks on the 'TargetAgent' while they are within the
|
ShowClouds |
Fades in the preview clouds above where the Spire spawns. |
Spawn |
Spawns the Spire, causing it to become visible and enabling collision
|
TeleportTo |
Teleports the |
TeleportTo |
Teleports the |